Guild Wars FAQ/Walkthrough

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Guild Wars
FAQ/Walkthrough
Copyright 2005, Apathetic Aardvark Email: sinenomine@gmail.com
All rights reserved Version .99
I am also known as SineNomine 08/24/05
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Index/Table of Contents
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Disclaimer.........................................................i
Basics.............................................................ii
Walkthrough........................................................iii
Professions........................................................iv
Collector List.....................................................v
FAQ & Misc.........................................................vi
Version History....................................................vii
Credits............................................................viii
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i) Disclaimer (Legal stuff)
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Copyright 2005, Apathetic Aardvark All rights reserved.
You are allowed to do the following:
- Make copies for your own, personal use.
- Post this FAQ on a non-commercial, freely accessible web site. My
permission is NOT required. However, the FAQ must be posted in its full,
ORIGINAL FORM, including THIS disclaimer in full, and credited to Apathetic
Aardvark.
What you can't do:
- Posting this FAQ on a commercial site, or requiring payment for its
access, is not permitted under ANY circumstances.
- Using this FAQ (or any part of it) on a commercial site, or in a magazine,
guide, book etc. without my explicit written permission is a copyright
infringement. Editing this FAQ in any way, using it as a basis for your
own FAQ, or posting it without giving proper credit is plagiarism. Both
are violations of international copyright law and will result in legal
prosecution.
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ii) Basics
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For the most part, I'm going to assume you read the instruction booklet which
came with the game, or in the event you downloaded it, you at least read
something similar. This section is merely going to clarify or emphasize
certain points of the basics. I've tried to break it up into the categories
below, but some parts do not fit in too well, so if you are going to read this
section, just read the entire thing.
Bare Basics
Experience and Levels
Conditions
Armor
Terminology
----
Bare Basics
----
Movement is very important in Guild Wars. The WASD and the arrow keys will
move your character in the respective direction when pressed. Q and E will
strafe you left or right. Strafing is a great way to dodge most incoming
missile projectiles. If you have no reason to be standing still during battle,
always be strafing in a random pattern. Different projectiles do have
different movement rates and arcs, I will leave it to you to get a feel for
these. Practice strafing early on enemies which do lousy damage, so when you
reach those who hit hard, you are not always getting hit.
The space bar doubles as the left click button of a mouse. It will attack
whatever target is active, or talk to whatever NPCs is selected. Tab, [, and ]
will scroll through targets. C will target the closest enemy, f will target
yourself, and v any nearby NPCs. T will target a called target, more on this
in a moment.
Calling targets is an integral part of Guild Wars. It allows one party member
to display which enemy he or she is attacking to the entire party. Generally,
a healer is called first so that it can be taken out quickly. To call a
target, hold control whenever you hit it with an action [control double click
would say "I'm attacking blah blah blah". When a party member hits T, they
will also target blah blah blah. It is best to only have one assigned caller
in a party. Multiple people calling is usually confusing and annoying.
You can also use control to "say" just about anything. Control + clicking on
virtually anything on your display interface will result in some sort of
statement. You can inform healers what conditions you have on yourself, to
state you have low energy, or low health.
In Guild Wars, all characters start at level 1 with 100 health. Like many
RPGs, Guild Wars is to some extent based on level. Each time you level your
maximum health increases by 20. In addition, you get attribute points, which
are used to improve the quality of your skills by boosting the corresponding
attribute.
----
Experience and Levels
----
There is a level maximum of 20 in Guild Wars. Each level is based on
experience. Here is the amount of experience needed to level:
Level Total XP Reward
Level 01 - 0
Level 02 - 2000 - 5 Attribute Points, 1 Skill Point
Level 03 - 4600 - 5 Attribute Points, 1 Skill Point
Level 04 - 7800 - 5 Attribute Points, 1 Skill Point
Level 05 - 11600 - 5 Attribute Points, 1 Skill Point
Level 06 - 16000 - 5 Attribute Points, 1 Skill Point
Level 07 - 21000 - 5 Attribute Points, 1 Skill Point
Level 08 - 27600 - 5 Attribute Points, 1 Skill Point
Level 09 - 32800 - 5 Attribute Points, 1 Skill Point
Level 10 - 39600 - 5 Attribute Points, 1 Skill Point
Level 11 - 47000 - 10 Attribute Points, 1 Skill Point
Level 12 - 55000 - 10 Attribute Points, 1 Skill Point
Level 13 - 63600 - 10 Attribute Points, 1 Skill Point
Level 14 - 72800 - 10 Attribute Points, 1 Skill Point
Level 15 - 82600 - 10 Attribute Points, 1 Skill Point
Level 16 - 93000 - 15 Attribute Points, 1 Skill Point
Level 17 -104000 - 15 Attribute Points, 1 Skill Point
Level 18 -115600 - 15 Attribute Points, 1 Skill Point
Level 19 -127800 - 15 Attribute Points, 1 Skill Point
Level 20 -140600 - 15 Attribute Points, 1 Skill Point
You still continue to "level" beyond Level 20, but your level will remain at
20. Also, you will not get attribute points anymore, but you will still get a
skill point. All levels after level 20 are 20000 experience apart. The
attribute points gained from above [170], are all but 30 attribute points.
There are two quests which each give 15 attribute points. This adds up to 200
total attribute points.
Now, a table showing how attribute points work
Attribute Level | Points Needed | Total Points
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1 | 1 | 1
2 | 2 | 3
3 | 3 | 6
4 | 4 | 10
5 | 5 | 15
6 | 6 | 21
7 | 7 | 28
8 | 9 | 37
9 | 11 | 48
10 | 13 | 61
11 | 16 | 77
12 | 20 | 97
As you can see, as your attribute gets pumped higher and higher, the amount of
points becomes steeper and steeper. Because of this, not all attribute can be
maxed. I would recommend using three attributes on your character. There are
many way you can divide up the 200 total attribute points should you choose to
do this. The most common is 11-11-8. Another common is 11-10-10. If you
intend to only use two attributes, you have it easy, 12-12 with a few
leftovers. If you wish to do four or more attributes, your character will be
extremely weak in the long run. The only real option for this are 9-9-9-9 and
it is a very poor option at that.
Do not fret though, if you do not like how your attribute points are spread
out, you can use your refund points. You get 1 refund point for every 250
experience you earn. There is a maximum of 24 refund points at a time, so if
you are experimenting with new ideas, make sure you still have a method to earn
experience to change them back in the even you are not satisfied.
All of these attributes are used to boost your skills. To access the skills
menu, press K by default. You can have eight skills loaded at a time. They
correspond with numbers 1-8 on the number row [above qwerty]. These skills can
only be changed while in towns. Eight seems like a constricting number at
times, so you will have to choose wisely.
Most skills require energy to use, though some require adrenaline. Others
require nothing at all. Energy is stat which does not increase with level and
can only be boosted with items.
Elementalists, Necromancers, Mesmers and Monks all start with 30 energy and 4
arrows of energy regeneration. Each arrow represents .33 energy regained per
second. Rangers start with 25 energy and 3 arrows of energy regeneration.
Warriors with 20 and 2 arrows. The extra arrows on the non-warrior classes
come from their armor. So unless you are not wearing armor, your energy
regeneration will always be this. Maximum energy can be increased or decreased
by certain armors. I will have a detailed list of this in the professions
section of the guide.
Adrenaline on the other hand, is gained by hitting an enemy. This is the way
most warrior skills charge up for use. There are other skills which can
increase or decrease adrenaline gains.
----
Conditions
----
There are three basic types of long term spells in the game. Ones which create
enchantments, hexes and conditions. Enchantments are friendly spells with a
lasting duration. They often heal or protect you in some capacity, but can
have other uses. Hexes are usually put on you by enemies and have one harmful
effect or another. Conditions are the easiest to describe. They usually cause
health degeneration, but here is a list.
Health Degenerating Conditions:
Bleeding - 3 arrows. Most skills which cause bleeding have a long duration.
Burning - 7 arrows. Burning is far more painful than bleeding, but shorter.
Diseased - 4 arrows. Medium duration, spreads to nearby creatures of the same
type.
Poison - 4 arrows. Poison has a rather long duration. It can is most
commonly seen with 4 arrows, but certain types of swamp areas inflict a type of
poison which is less potent. Swamp Water I believe is the name.
Non-Health Degenerating Conditions
Blind - You will "miss" with 90% of your physical attacks. Also increases
the rate of "stray" shots from ranged weapons.
Crippled - You move a great deal slower.
Dazed - All of your spells are interrupted from any physical damage.
Casting times are increased by 100%.
Deep Wound- You maximum health is reduced by 20%. All forms of regaining life
other than regeneration is reduced by 20% as well.
Exhaustion- Caused by yourself on several high powered skills, particularly
Elementalist ones, Exhaustion greatly reduces energy regeneration of depleted
energy. I am not yet sure exactly what the rate is, or when it wears off, but
this is annoying.
Weakness - Your base damage is reduced by 66.6%. This goes directly off of
your real damage, before enemy armor is factored in. Because of this, you will
do even less damage than this.
----
Armor
----
Speaking of armor, it is needed. There are five pieces of armor: Head, Chest,
Hands, Legs, and Feet. Characters can also carry a shield. Armor ONLY
protects the area of the body it logically covers, though shields have their
armor added to all parts. Thus, you must always try to keep yourself
completely armored. Hit ratio's, however, are larger on some areas than
others.
Head - takes 12.5% of all physical attacks. Percentage goes up if enemy is on
higher ground than you. The arcs of some bows have an easier time of
headshotting than others. As headgear does not have a "special" armor bonus,
like most armors do, you will often take more damage here. Others have
suggested that in addition to this, a headshot from an arrow is an auto-
critical.
Chest - takes 37.5% of all physical attacks. As you can see, the chest takes
more physical attacks than any other area of the body. The chest also takes
all of the direct damage spells. These are spells which have no projectile
animation and which do not cause damage over time. Spells like this would
include Inferno and Deathly swarm.
Hands - takes 12.5% of all physical attacks.
Legs - takes 25% of all physical attacks.
Feet - takes 12.5% of all physical attacks.
Perhaps more important than where you get hit, is how much protection armor
gives. At Armor Level [AL] 60, you take the "real" damage of what someone
attacks for. You take more than that if you have less AL, and less than that
if you have more AL. Here are a few samples of how much damage you will take
based on a percentage in terms of the real damage.
AL Damage %
--------------
0 283%
5 260%
20 200%
30 168%
40 141%
50 119%
60 100%
70 84%
75 77%
80 71%
85 64%
100 50%
110 42%
120 35%
As you can see, ten armor can make a huge difference in this game. Monk,
Mesmer and Elementalist armor cap out at 60, though they can have minor bonuses
against a particular type of damage as well. Necromancers cap out at 70,
Rangers at 75 [or is it 70, I'll have to level my ranger ;P] and Warriors at
85. On top of this, shields max out at 16 defense. So the maximum defense
which can be reached without the aid of any skills is 101. With skills, you
could easily surpass 200 AL, although, I am at this time uncertain if there is
a point where defense stops adding up.
---
Terminology
---
Aggro - Aggravation range. The smaller circle on your compass. Most enemies
which get in this circle will attack you.
AL - Armor Level. This is the defense on your armor.
AoE - Area of Effect, this usually refers to Elementalist skills which effect a
large area.
Body Blocking - Standing in front of something so it can not get around you,
and eventually attack you, so that it doesn't attack someone else.
DoT - Damage over time, often refers to Mesmer or Necromancer skills which
cause health degeneration. Conjure Phantasm is the typical example of this.
Ecto - Refers to a Glob of Ectoplasm, a material for Fissure armor which falls
in the underworld
Farm - To kill the same monsters over and over, in hopes of getting good items,
money, or experience.
FoW - Fissure of Woe, accessed from the Balthazar Statue in the Temple of the
Ages when your country has the favor of the gods.
HoH - Hall of Heroes, a place you get to after winning several consecutive
battles in the Tomb of Primeval Kings. Should you win, you might get a
Celestial Sigil. This place determines the favor of the gods.
LFG - Looking for Group
LFP - Looking for Party
Nerf - To make a skill [or build] less effective by patching the game in an
update. Not frequently done in Guild Wars, but overly done in say, Diablo II.
Nuker - Someone who can deal a large amount of damage, often to large groups.
Usually an Elementalist, but can be a Mesmer or Necromancer or well.
PUG - Pick up group. Something to avoid at all costs if you can. There seems
to be a rule that any random group needs one complete jerk in it.
PvE - Player vs Environment/Enemy - The cooperative areas of the game all fall
under this category.
PvP - Player vs Player.
Runner - Someone who runs other players from on town to another, often for a
fee.
Shard - Refers to an Obsidian Shard, a material for Fissure armor which falls
in the Fissure of Woe
Shutdown - A Mesmer, or on rare occasions a Necromancer, who specializes in
preventing enemies from casting spells.
Sigil - Celestial Sigil. You need this to purchase a guild hall, they can be
bought from Sigil Traders, or won in the hall of heroes.
Spike[r] - Spikers are generally air Elementalists or fragility Mesmers. The
concept involves doing huge damage to one target rapidly, in hopes that the
target is unable to get healing fast enough to recover.
Tank - Someone who gets hit a lot, generally a warrior, sometimes a ranger.
ToA - Temple of the ages. When a country has the favor of the gods, the
underworld and fissure of woe can be accessed from here.
UW - Underworld, accessed from the Grenth Statue in the Temple of the Ages when
your country has the favor of the gods.
WTB - Want to trade
WTS - Want to sell
WTT - Want to trade [for an item, as opposed to money]
Zone - Zoning is when a person enters the next area, which pulls your entire
party into it. Often phrase as "Can I zone" or "I'm going to zone us" which
usually means, grab any items you want right now.
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iii) Walkthrough
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All quests will be divided first by general area, then by the town you get them
in. I will also label which quests are for all classes and which ones are for
only certain classes, but will no longer separate them. I will lay these out
in an order which makes sense, but there are potentially faster orders to do
them in, and this particular order may prove too difficult for some builds
early on.
I will no longer be listing items received from completing a quest for a
couple of reasons. The first, they generally stink. The second, it seems they
constantly get changed every patch.
Also, for most missions I have submitted maps to GameFAQs as well. These
are designed to supplement the guide, more so than be a stand alone. I expect
that people will use these maps rather than send me an email of "OMG I AM SO
LOST WHERE DO I GO". Presently, I have most of the missions up, the later ones
I hope to have submitted by July 7th.
Here is a quick table of contents for the main area.
-Pre-Searing Ascalon
-Normal Quests
Message From a Friend [ps1]
War Preparations [ps2]
[Your Class Here] Test [ps3]
Gwen's Flute [ps4]
Further Adventures [ps5]
Unsettling Rumors [ps6]
Adventure with an Ally [ps7]
Second Profession [ps8]
Bandit Raid [ps9]
The Poisonous Devourer [ps10]
Charr in the Catacombs [ps11]
Charr at the Gate [ps12]
The Wayward Wizard [ps13]
Poor Tenet [ps14]
Trouble in the Woods [ps15]
A New [Your Class] Skill Trainer [ps16]
A Gift for Althea [ps17]
Rites of Remembrance [ps18]
Little Thom's Big Cloak [ps19]
The Hunter's Horn [ps20]
The Worm Problem [ps21]
Tithe for Ashford Abbey [ps22]
Opposition to the King [ps23]
The True King [ps24]
The Orchard [ps25]
The Prize Moa Bird [ps26]
The Egg Hunter [ps27]
The Rogue's Replacement [ps28]
Across the Wall [ps29]
Path To Glory [ps30]
Ascalon Academy [Mission] [ps31]
-Profession Sampler Quests
Grawl Invasion [psst1]
A Mesmer's Burden [psst2]
The Ranger's Companion [psst3]
Elementalist Experiment [psst4]
A Monk's Mission [psst5]
The Necromancer's Novice [psst6]
-Primary and Secondary Professions Skill Trainer Quests
Supremacy of Air [psps1] [Elementalist Only]
Domination Magic [psps2] [Mesmer Only]
Blessings of Balthazar [psps3] [Monk Only]
Protection Prayers [psps4] [Monk Only]
The Accursed Path [psps5] [Necromancer Only]
Power of Blood [psps6] [Necromancer Only]
Test of Marksmanship [psps7] [Ranger Only]
Unnatural Growth [psps8] [Ranger Only]
Warrior's Challenge [psps9] [Warrior Only]
The Vineyard Problem [psps10] [Warrior Only]
-Quests which are not really quests
The Bear Hunters [psq1]
Farmer Dirk's Prize Winning Hogs [psq2]
Dress up Gwen! [psq3]
-Ruins of Ascalon
-Missions
The Great Northern Wall [mis1]
Fort Ranik [mis2]
Ruins of Surmia [mis3]
Nolani Academy [mis4]
-Ascalon City
The Krytan Ambassador [roa1]
The King's Message [roa2]
Helping the People of Ascalon [roa3]
The Ambassador's Quandary [roa4]
Rastin's Ritual [roa5]
Defend the Wall [roa6]
Cities of Ascalon [roa7]
Counting the Fallen [roa8]
Scavengers in Old Ascalon [roa9]
Vanguard Equipment [roa10]
Barradin's Advance [roa11]
A Mission of Peace [roa12]
The Troublesome Artifact [roa13]
Fires in the East [roa14]
Symon's History of Ascalon [roa15]
Scorched Earth [Elementalist Only] [roa16]
Elemental Knowledge [Elementalist Only] [roa17]
Recruits for Hollis [roa18]
Gargoyle Trouble [Warrior Only] [roa19]
Military Matters [Warrior Only] [roa20]
To the Breach [Warrior Only] [roa21]
Endangered Species [Ranger Only] [roa22]
The Charr Patrol [Ranger Only] [roa23]
The Charr Staging Area [Ranger Only] [roa24]
-Sardelac Sanitarium
Supplies for the Duke [ros1]
Barradin's Stand [ros2]
Sowing Seeds [Monk only] [ros3]
Protecting Ascalon [Monk only] [ros4]
In Memory of Paulus [Monk only] [ros5]
Mesmerizing the Enemy [Mesmer only] [ros6]
Trying Times [Mesmer only] [ros7]
A Cure for Ralena [ros8] [Mesmer only]
The Stolen Artifact [Necromancer Only] [ros9]
Death in the Ruins [Necromancer Only] [ros10]
Oberan's Rage [Necromancer Only] [ros11]
Shalev's Task [Elementalist Only] [ros12]
Family Ties [ros13]
-Piken Square
The Siege of Piken Square [rop1]
Casualty Report [rop2]
The Duke's Daughter [rop3]
Fires in the North [rop4]
Red-Cloaked Deserter [rop5]
Hammer and Anvil [rop6]
Garfazz Bloodfang [rop7]
Althea's Ashes [rop8]
Fallen Soldiers [Necromancer Only] [rop9]
Army Life [Warrior Only] [rop10]
Charr Reinforcements [Ranger Only] [rop11]
-Fort Ranik / Frontier Gate / Serenity Temple
The Regent Valley Defense [rof1]
Deliver a Message to my Wife [rof2]
Frontier Gate Fugitives [rof3]
Ruins of Surmia [rof4]
Replacement Healers [Monk only] [rof5]
Unnatural Creatures [Mesmer only] [rof6]
Experimental Elixir [Mesmer only] [rof7]
The Way of the Geomancer [Elementalist Only] [rof8]
The Geomancer's Test [Elementalist Only] [rof9]
Caravan in Trouble [rof10]
-Northern Shiverpeaks
-Missions
Borlis Pass [mis5]
Frost Gate [mis6]
-Yak's Bend
The Way is Blocked [nspy1]
The Road to Borlis Pass [nspy2]
The Shiverpeak Stragglers [nspy3]
The Missing Artisan [nspy4]
Helping the Dwarfs [nspy5]
Oswalt's Epitaph [nspy6]
Minaar's Trouble [nspy7]
Minaar's Worry [nspy8]
Iron Horse War Machine [nspy9]
The Wayward Monk [Monk Only] [nspy10]
The Stone Summit Champion [Mesmer Only] [nspy11]
Renegade Necromancer [Necromancer Only] [nspy12]
A Heart of Ice [Elementalist Only] [nspy13]
Securing the Vale [Warrior Only] [nspy14]
Stone Summit Beastmasters [Ranger Only] [nspy15]
-Beacon's Perch
Hungry Devourer [nspb1]
The Deserters [nspb2]
To Kryta: Refugees [nspb3]
To Kryta: The Ice Cave [nsbp4]
To Kryta: Journey's End [nsbp5]
-Kryta
-Missions
Gates of Kryta [mis7]
D'Alessio Seaboard [mis8]
Divinity Coast [mis9]
-Lion's Arch/North Kryta Province Quests
Report to the White Mantle [kla1]
The Villainy of Galrath [kla2]
Orrian Excavation [kla3]
Merchant's Plea [kla4]
The Weaver of Nebo [kla5]
Duties of a Lionguard [kla6]
The Ascalon Settlement [kla7]
The Last Hog [kla8]
Reversing the Skales [kla9]
Blankets for the Settlers [kla10]
Bandit Trouble [kla11]
Graven Images [kla12]
Malaquire's Test [kla13]
-Beetletun/Bergen Hot Springs/Nebo Village Quests
The Hot Springs Murders [kbb1]
The Undead Hordes [kbb2]
-Maguuma Jungle
-Missions
The Wilds [mis10]
Bloodstone Fen [mis11]
Aurora Glade [mis12]
-Druid's Overlook Quests
A Brother's Fury [mjdo1]
Eye for Profit [mjdo2]
Mysterious Message [mjdo3]
Wisdom of the Druids [mjdo4]
-Quarrel Falls Quests
The Price of Steel [mjqf1]
White Mantle Wrath: Demagogue's Vanguard [mjqf2]
-Ventari's Refuge Quests
White Mantle Wrath: A Helping Hand [mjvr1]
Urgent Warning [mjvr2]
Dropping Eaves [mjvr3]
Blood and Smoke [mjvr4]
-Henge of Denravi Quests
Passage through the Dark River [mjhd1]
-Return to Kryta
-Missions
Riverside Province [mis13]
Sanctum Cay [mis14]
-Fisherman's Haven Quests
The Royal Papers [rkfh1]
The Lost Princess [rkfh2]
-Temple of the Ages Quests
The False Gods [rkta1]
-Crystal Desert
-Missions
Thirsty River [mis15]
Dunes of Despair [mis16]
Elona Reach [mis17]
Doppelganger [mirror]
Dragon's Lair [mis18]
-Amnoon Oasis Quests
Sands of Souls [cdao1]
Ancient Secrets [cdao2]
-Augury Rock Quests
Into the Unknown [cdar1]
Ghostly Vengeance [cdar2]
-Seeker's Passage Quests
A Belated Betrothal [cdsp1]
The Monk's Path [cdsp2]
The Ranger's Path [cdsp3]
-Destiny's Gorge Quests
The Forgotten Ones [cddg1]
Forgotten Wisdom [cddg2]
The Mesmer's Path [cddg3]
The Warrior's Path [cddg4]
-Hero's Audience Quests
The Misplaced Sword [cdha1]
The Elementalist's Path [cdha2]
The Necromancer's Path [cdha3]
-Southern Shiverpeaks
-Missions
Ice Caves of Sorrow [mis19]
Iron Mines of Moladune [mis20]
Thunderhead Keep [mis21]
-Droknar's Forge
Hero's Journey [ssdf1]
Hero's Challenge [ssdf2]
Seeking the Seer [ssdf3]
-Ring of Fire
-Missions
Ring of Fire [mis22]
Abaddon's Mouth [mis23]
Hell's Precipice [mis24]
-Ember Light Camp Quests
Final Blow [elc1]
-Fissure of Woe
Tower of Courage [FOW1]
The Wailing Lord [FOW2]
A Gift of Griffons [FOW3]
Army of Darkness [FOW4]
The Eternal Forgemaster [FOW5]
Defending the Temple of War [FOW6]
Restore the Temple of War [FOW7]
Khobay the Betrayer [FOW8]
-------------------------------------------------------------------------------
Pre-Searing
-------------------------------------------------------------------------------
Note: This section is more or less pasted from my Pre-Searing Guide. For more
things to do in pre-searing, please refer to that guide.
1. Normal Quests
Message From a Friend [ps1]
War Preparations [ps2]
[Your Class Here] Test [ps3]
Gwen's Flute [ps4]
Further Adventures [ps5]
Unsettling Rumors [ps6]
Adventure with an Ally [ps7]
Second Profession [ps8]
Bandit Raid [ps9]
The Poisonous Devourer [ps10]
Charr in the Catacombs [ps11]
Charr at the Gate [ps12]
The Wayward Wizard [ps13]
Poor Tenet [ps14]
Trouble in the Woods [ps15]
A New [Your Class] Skill Trainer [ps16]
A Gift for Althea [ps17]
Rites of Remembrance [ps18]
Little Thom's Big Cloak [ps19]
The Hunter's Horn [ps20]
The Worm Problem [ps21]
Tithe for Ashford Abbey [ps22]
Opposition to the King [ps23]
The True King [ps24]
The Orchard [ps25]
The Prize Moa Bird [ps26]
The Egg Hunter [ps27]
The Rogue's Replacement [ps28]
Across the Wall [ps29]
Path To Glory [ps30]
Ascalon Academy [Mission] [ps31]
2. Profession Sampler Quests
Grawl Invasion [psst1]
A Mesmer's Burden [psst2]
The Ranger's Companion [psst3]
Elementalist Experiment [psst4]
A Monk's Mission [psst5]
The Necromancer's Novice [psst6]
3. Primary and Secondary Professions Skill Trainer Quests
Supremacy of Air [psps1] [Elementalist Only]
Domination Magic [psps2] [Mesmer Only]
Blessings of Balthazar [psps3] [Monk Only]
Protection Prayers [psps4] [Monk Only]
The Accursed Path [psps5] [Necromancer Only]
Power of Blood [psps6] [Necromancer Only]
Test of Marksmanship [psps7] [Ranger Only]
Unnatural Growth [psps8] [Ranger Only]
Warrior's Challenge [psps9] [Warrior Only]
The Vineyard Problem [psps10] [Warrior Only]
4. Quests which are not really quests
The Bear Hunters [psq1]
Farmer Dirk's Prize Winning Hogs [psq2]
Dress up Gwen! [psq3]
-------------------
1. Normal Quests
-------------------
Normal quests are quests which all character classes get the exact same quest
for. The first few are set in the particular order they must be done. Almost
all of the quests in this category are available to try once you have completed
the quest "Unsettling Rumors". I will make a note of any quest in this
section which has a different requirement.
----
Message From a Friend [ps1]
----
Quest Starter: Town Crier [Ascalon City]
Objective: Talk to Sir Tydus
Reward: 100xp, 10 gold
Reward Giver: Sir Tydus
Difficulty and Comments: Easiest quest ever. Talk to the Town Crier right
where your character appears after the opening movie. Sir Tydus is located
near by across a bridge. Talk to him to receive your reward and again to
activate the next quest.
----
War Preparations [ps2]
----
Quest Starter: Sir Tydus [Ascalon City]
Objective: Talk to your primary skill trainer. The trainer's name is different
depending on which class your character is. The trainer is located directly
outside of Ascalon City.
Reward: 250xp.
Reward Giver: Primary Skill Trainer.
Difficulty and Comments: Again, no difficulty what so ever. Talk to the Skill
Trainer again to get the next quest.
----
[Your Class Here] Test [ps3]
----
Quest Starter: Primary Skill Trainer [Lake Side County, right outside of
Ascalon City]
Objective: *Varies. This quest is slightly different based on your class. It
will involve either killing a few river skales or getting some shimmering
scales, which are obtained from killing river skales.
Reward: 500xp + skills for your primary class.
- Elementalist - Flare, Aura of Restoration
- Ranger - Power Shot, Troll Unguent
- Warrior - Frenzy, Healing Signet
- Necromancer - Vampiric Gaze, Deathly Swarm
- Mesmer - Empathy, Ether Feast
- Monk - Healing Breeze, Banish
Reward Giver: Primary Skill Trainer
Difficulty and Comments: Very little difficulty. Do this quest at the same
time as the next quest, Gwen's Flute.
----
Gwen's Flute [ps4]
----
Quest Starter: Gwen
Objective: Find Gwen's Missing flute. It is in fact broken and just south of
where she is standing across the nearby river.
Reward: 250xp
Reward Giver: Gwen
Difficulty and Comments: Alright. Gwen is a somewhat broken aspect of Pre-
Searing. She is sad that her flute is broken, but will offer to follow you
around anytime you leave Ascalon City on foot. You can make her happy by
giving her flowers, a fixed flute or a cape. She will eventually give you a
Tapestry Shred, which does not seem to have any use in the game presently.
----
Further Adventures [ps5]
----
Quest Starter: Haversdan [Lakeside County]
Objective: Haversdan walks out of Ascalon City the moment you complete the
Primary Skill Trainers first Test. He will speak of Devona, a warrior residing
in Lake Side Village. Run to her for the reward.
Reward: 250xp.
Reward Giver: Devona
Difficulty and Comments: Another simple quest. You may notice most of the
monsters do not attack you on your way there. This is common in Pre-Searing,
though there are some which will. Once you complete this quest, almost every
other quest becomes available to start, so your order from here on out will
certainly be different from my own. I will attempt to hint at which quests are
done near each other, to help reduce your time spent running back and forth.
----
Unsettling Rumors [ps6]
----
Quest Starter: Devona [Lakeside County/Village]
Objective: Speak to Meerak the Scribe regarding the Charr Threat. Once spoken
too, speak to Armin Saberlin in Ascalon City.
Reward: 250xp
Reward Giver: Armin Saberlin
Difficulty and Comments: This mission is designed to teach a player how to use
the "M" button for quick travel. Any town, outpost, or area labeled on the
map with a symbol can be instantly traveled to. If you are in a party when
you do this, the party is disbanded. Talk to Armin again to start his next
quest. Also, as you are back in Ascalon City and all of the Ascalon City
quests are now open, run around and activate them all.
----
Adventure with an Ally [ps7]
----
Quest Starter: Lina [Lakeside County, just outside of Ascalon City]
Objective: Party up with another player and return to her.
Reward: 100xp and a resurrection signet.
Reward Giver: Lina
Difficulty and Comments: One of two quests pre-searing which must be done with
another player. Make sure to get the signet from her, it is quite useful.
----
Second Profession [ps8]
----
Quest Starter: Armin Saberlin [Ascalon City]
Objective: Learn a second profession.
Reward: 250xp
Reward Giver: Armin Saberlin
Difficulty and Comments: I would suggest not doing this quest immediately if
you are unsure of which second profession you want. Once you decide on one,
return to Armin for the reward.
----
Bandit Raid [ps9]
----
Quest Starter: Baron Egan [Ascalon City]
Objective: Get the Ashford Strongbox which has been taken by bandits and return
it to Devona.
Reward: 250xp
Reward Giver: Devona
Difficulty and Comments: A fairly simple quest. Kill the bandits around the
strongbox first. Once the area is secure, grab the box and run to Devona with
it. You will run much slower with the box in hand, and will be unable to
attack with a weapon, though you may still cast spells. The bandit camp is
located just a bit northeast of Ashford Abbey.
----
The Poisonous Devourer [ps10]
----
Quest Starter: Baron Egan [Ascalon City]
Objective: Hunt down a plague devourer and give the stinger to Brother Mhenlo.
Reward: 250xp, +3 energy Focus
Reward Giver: Brother Mhenlo
Difficulty and Comments: Do this quest while you do the first part of Pitney's
Worm Problem quest, as well as the same time you do the Egg Hunter Quest. In
the cave where you do all of these, this devourer will pop out as you approach
it. When it dies, it will drop a stinger.
----
Charr in the Catacombs [ps11]
----
Quest Starter: Prince Rurik [Ascalon City]
Objective: Find out if there have been any Charr sightings in the Catacombs
area.
Reward: 250xp, 100 gold.
Reward Giver: Prince Rurik
Difficulty and Comments: You will first need to speak to Brother Mhenlo in
Ashford Abbey, then Necromancer Munne [Catacombs] and finally Oberan the
Reviled [Catacombs, closest to Greenhills County Entrance]. Return to the
Prince for your reward. This quest represents the largest amount of gold you
can easily obtain in Pre-Searing.
*Note: This quest appears to have a trigger now, as it is no longer available
immediately. I'm not yet sure what it is.
----
Charr at the Gate [ps12]
----
Quest Starter: Prince Rurik
Objective: Kill the small Charr group near the northern gate.
Reward: 200xp, Long Sword [5-7 damage]
Reward Giver: Prince Rurik
Difficulty and Comments: The next time you leave Ascalon City on Foot, Prince
Rurik and a few guards will be waiting. Before long, they will run west to the
northern gate. The Charr there are fairly difficult, but the Prince and his
men will probably be able to complete the mission even if you do nothing but
sit back and watch.
----
The Wayward Wizard [ps13]
----
Quest Starter: Sandre Elek [Ascalon City]
Objective: Find Orion Elek. Relena Stormbringer in Foible's Fair knows where
he is. Talk to her first. Once you have done this, run to Orion in Wizard's
Folly.
Reward: 250xp
Reward Giver: Sandre Elek
Difficulty and Comments: Make sure Orion does not get killed by anything
chasing you. It is a rather long walk, you would not want to do it twice.
*Note: after talking to Relena, it would be faster to leave from Barradin's
estate and warp into the Wizard's Folley from there. Orion is very near the
entrance.
----
Poor Tenet [ps14]
----
Quest Starter: Namar [Ascalon City]
Objective: Namar can not pay his rent. His friend, Miller Upton, might give
him some money though. Tell Miller of Namar's woes.
Reward: 500xp
Reward Giver: Miller Upton [Lakeside County/Village]
Difficulty and Comments: Miller Upton can not concentrate with the bees flying
around him. You will need to grab the nearby honeycomb and step near the
swarms of bees. Once you have all three swarms [the last is near the river],
run with the honeycomb across the nearby bridge. Once across, drop the
honeycomb and return to Miller Upton. Quest Complete.
----
Trouble in the Woods [ps15]
----
Quest Starter: Town Crier [Ascalon City, near the gates to Lakeside County]
Objective: Help Devona clear the Grawl who are threatening to attack Lakeside
Village.
Reward: 500xp
Reward Giver: Devona
Difficulty and Comments: This one can be a bit hard. Clear the nearby river
skales and anything else along the path to the Regent Valley [from Lakeside
Village] before consulting Devona. This will keep her from running off and
getting killed. If you have a healing spell, sit back and heal her, she does a
ton of damage. If not, try to kill what you can.
----
A New [Your Class] Skill Trainer [ps16]
----
Quest Starter: Haversdan [Lakeside County, just outside of Ascalon City]
Objective: Find the Primary Skill trainer for your class. The one you want to
find is the "Sample" skill trainer, as I have labeled them, of your class.
Reward: 250xp
Reward Giver: Skill Trainer of your Class
Difficulty and Comments: The Hardest part of this quest is remembering to
activate it.
----
A Gift for Althea [ps17]
----
Quest Starter: Captain Osric
Objective: Find a suitable birthday gift for Lady Althea, Prince Rurik's
Girlfriend.
Reward: 250xp
Reward Giver: Captain Osric
Difficulty and Comments: This quest can not be done if Charr at the Gates is an
active quest in your quest log. You must also have completed your skill
trainer test. Walk outside of Ascalon City. Just to the West, Prince Rurik
and Captain Osric are talking. When they are done talking, speak with the
captain. He will give you this quest. You will need to get three items for
this gift. The beautiful feather is located in the middle of Lakeside Village.
The beautiful pearl is located inside of a beautiful shell, which is right next
to Miller Upton's home. The final object, the beautiful pendant, is in a chest
slightly northeast of where the Bandit Camp is. Return all three items to
Captain Osric for the reward. Note: This quest is rather buggy if done in a
party. Just do it alone.
Alternate Method: [I would like to thank "Greg" for this method] Once you have
any one of the three pieces, take that piece to Lady Althea. She will be
annoyed that Rurik is unable to get her a gift on his own and someone else is
doing it. She will give you the same quest reward as Osric does for doing
this.
----
Rites of Remembrance [ps18]
----
Quest Starter: Necromancer Munne [Catacombs]
Objective: Light four remembrance braziers with the magical candles she gives
you.
Reward: 250xp
Reward Giver: Necromancer Munne
Difficulty and Comments: This quest takes you along the exact same path as
Brother Mhenlo's "A Monk's Mission". Do them together. All you need to do is
touch the brazier. This quest is sometimes glitched and she only gives three
candles. Make sure you have four before starting.
----
Little Thom's Big Cloak [ps19]
----
Quest Starter: Allison the Tanner [Lakeside County/Village]
Objective: Find a bear pelt from a black bear. Return the pelt to her. She
will make it into a cloak. Give the cloak to Little Thom in Barradin's Estate.
Reward: 250xp
Reward Giver: Little Thom
Difficulty and Comments: The game, I believe, tells you to get the Bear Pelt
from the Regent Valley. It is both more likely, and closer, to get one from
the Wizard's Folly. Once you have it, bring it to her. Then just teleport [or
walk] to Barradin's Estate and give the cloak to Little Thom.
----
The Hunter's Horn [ps20]
----
Quest Starter: Chantalle the Troubadour [Lakeside County/Village]
Objective: Cleanse the Hunter's Horn and give it to Aidan
Reward: 500xp
Reward Giver: Aidan
Difficulty and Comments: The healing spring to clean the horn is deep into the
Regent Valley. About the point at which you get to the Melandru Stalker
Shrine, enemies will be aggressive with you. You can do this first half of the
quest with the Sample Ranger Skill Trainer quest. Once you have cleaned the
horn, you need to give it to Aidan.
Aidan is in Wizard's Folly in about the furthest place from anywhere. Luckily,
the healing spring you cleansed the horn in is very nearby. Simply follow the
river a bit further, and you'll enter the Wizard's Folly
----
The Worm Problem [ps21]
----
Quest Starter: Pitney [Lakeside County/Village]
Objective: Give a devourer Egg to Pitney so that he may be able to lure the
Worm Queen to surface. Kill the Worm Queen.
Reward: 250xp
Reward Giver: Pitney [who will be standing in the field where you kill the Worm
Queen]
Difficulty and Comments: Easy enough. You can either trade an egg off of a
collector or use one from a cave. If you snag them from the cave, make sure to
do the poisonous stinger quest at the same time. Doing the cave will also let
you do the Egg Hunter quest.
----
Tithe for Ashford Abbey [ps22]
----
Quest Starter: Devona [Lakeside County/Village]
Objective: Collect Duke Barradin's Tithe from Garzden the Protector in Green
Hills County.
Reward: 250xp, 1 Skill point
Reward Giver: Devona
Difficulty and Comments: If you only do one quest you do not have to in pre-
searing, make in this one. Once you have done all the missions in post-
searing, getting skill points takes some time [by leveling up, even when you
level beyond 20]. This is such an easy point to get. Also, while you do this
quest, do the Opposition to the King quest with the three nearby NPCs. Just a
note, make sure you have a free square in your inventory.
----
Opposition to the King [ps23]
----
Quest Starter: Devona [Lakeside County/Village]
Objective: Talk to three people in Green Hills County [Not Warmaster Grast],
concerning their feelings about the King.
Reward: 500xp
Reward Giver: Devona
Difficulty and Comments: Do this with the above quest. You might actually want
to read what the NPC's reply with. Some of it explains why they and others do
particular things later in the game.
----
The True King [ps24]
----
Quest Starter: Duke Barradin [Barradin's Estate]
Objective: Take a message to Lord Darrin in Fort Ranik
Reward: 750xp
Reward Giver: Lord Darrin
Difficulty and Comments: This quest opens up after the Opposition to the King
quest is done. It is the biggest reward for a quest in pre-searing in terms of
experience. This mission can be done in about ten seconds if you use the "M"
map feature travel button, provided you have both towns. Otherwise it is a
reasonably long walk.
----
The Orchard [ps25]
----
Quest Starter: Mary Malone [Regent Valley, just outside of Fort Ranik]
Objective: Find her basket of missing apples and return them to her.
Reward: 250xp, Battle Axe [4-8 damage], Focus [+3]
Reward Giver: Mary Malone
Difficulty and Comments: Spiders here do only a few damage to you. However,
kill as many as you can before grabbing the basket, because two damage does add
up after a while. The basket of apples will cause you to run extremely slow on
the way back to her, as well.
----
The Prize Moa Bird [ps26]
----
Quest Starter: Pitney [Lakeside County/Village]
Objective: Find out what happened to Pitney's Prized Moa Bird. Last he heard
it was taken into the catacombs
Reward: 250xp
Reward Giver: Pitney
Difficulty and Comments: This quest can only be activated after completing the
Worm Problem. It takes place near the Necromancer's Novice quest which Munne
gives you. When you enter the big room just before the first flame geyser,
instead of taking the first right [which goes to the geysers], head to the back
of the room, then take a right. Make a left at your first opportunity. You
can kill all the spiders in the area if you want, but they only do two or three
damage. Just run around them for a while. You will have to make a left turn,
eventually, which is a very sharp left and almost a complete 180 to do. Run
straight down this path and you will see a staircase. Take the staircase up
and run down its match on the other side. There you will see the Moa Bird.
Fight the monsters, if you wish, or just return to Pitney for your reward.
----
The Egg Hunter [ps27]
----
Quest Starter: Duke Gaban [Lakeside County, in front of the devourer cave]
Objective: Escort Fadden so he can get some devourer eggs.
Reward: 150xp, 2 Devourer Eggs.
Reward Giver: Duke Gaban
Difficulty and Comments: This quest is sometimes very glitched. What you need
to do is clear the cave of most devourers so that Fadden can make it to the
eggs and extract them [you are too clumsy to do this]. There are three eggs to
grab. Once you have them all, wait for him to start walking back to the Duke.
When he does, run to the Duke for your reward. You should do this quest at
the same time you do the Poisonous stinger one. If you get glitched out and do
not want to waste your time again. Just buy the devourer eggs from Collectors
[see the collector section of this guide] and eat up the 150xp.
----
The Rogue's Replacement [ps28]
----
Quest Starter: Old Mack [Lakeside County, right outside of Ascalon City]
Objective: Give Old Mack a devourer egg.
Reward: 250xp
Difficulty and Comments: This is quite easy. This quest is only activated
after you do the Mesmer's Burden quest. The next time you come out of Ascalon
City, wait for Old Mack to Run up a hill and argue with Lady Althea. After a
bit, talk to him. If you do not have a devourer egg, either do the Egg Hunter
quest or buy one from the collector right next to Old Mack [who
will eventually stand next to Lina].
----
Across the Wall [ps29]
----
Quest Starter: Gate Guard Torin [Lakeside County, at the Gate Rurik had you
fight Charr]
Objective: Find his friend, Ben Wolfson in the northlands.
Reward: 250xp
Reward Giver: Gate Guard Torin
Difficulty and Comments: First of all, this quest is rather hard now. It used
to be very simple. You need a PARTNER for this one. One of you must open the
gate lever above Torin, the other must run through the gates to the next area.
Once there, be aware, most of the monsters are level 5 to 8. When you find
Ben, kill the Grawl troops and walk him back that way. You could try to kill
the four Charr, but unless you are very good or way over leveled, you will
probably die, or even worse, Ben might die trying to save you. When you walk
him back, walk all the way back to the gate but DO NOT GO THROUGH until the
quest updates in your log, or you will have to do it all over again. Killing
the Charr, if you are able, in this area can level you up in a big hurry. You
can not activate this quest if you have not been back into any other area since
you did Charr at the Gates.
----
Path To Glory [ps30]
----
Quest Starter: Armin Saberlin
Objective: Talk to Sir Tydus
Reward: 100xp
Reward Giver: Sir Tydus
Difficulty and Comments: OMG THIS IS HARD [Kidding]. You need to have a second
profession. Now, walk to Sir Tydus. Quest done! This will allow you to do
the following mission. Be CERTAIN you have done everything you want before
accepting the mission. The game will warn you as well.
----
Ascalon Academy [Mission] [ps31]
----
Quest Starter: Sir Tydus [Ascalon City] [You must be level 3 and have a second
profession]
Objective: Kill Vatlaaw Doomtooth
Reward: None, except for getting to Post-Searing
Reward Giver: None
Difficulty and Comments: This is not the name of the quest until half way
through it. This mission is started when you tell Sir Tydus you are ready to
leave everything behind. DO NOT SAY YOU ARE READY UNTIL YOU HAVE DONE
EVERYTHING YOU FEEL YOU NEED TO DO.
First, you will fight another team of humans in an arena. If you win, you can
get a small amount of experience for the kills you made. If you lose, no loss.
Afterwards, your team will be transported to a meeting between Sir Tydus and
Prince Rurik. You need to kill Vatlaaw Doomtooth shortly ahead. You do not
really have to do anything, Rurik will kill it all if you let him. When it is
over, a movie will start. Enjoy the Post Searing!
-------------------
2. Profession Sampler Quests
-------------------
These are technically primary trainers, but I call them sample trainers. The
reason is because you get to sample the skills of that class without agreeing
to take any. I suggest you do them all, it gives 1500xp total as well
as a nice opportunity to see what class may be able to aid you as a secondary.
If you elect to make a class your secondary, you will earn the sampler skills
you tested permanently. Also, if you sample your main profession, any skill
you learn from it, you keep.
----
Grawl Invasion [Warrior Sampler] [psst1]
----
Quest Starter: Warmaster Grast
Objective: Kill Grawl Invaders nearby.
Reward: 250xp, sampling of Gash, Sever Artery and Healing signet.
Starter Sword
Reward Giver: Warmaster Grast
Difficulty and Comments: The hardest of these types of quests, which does not
say much. Take them one at a time and you will have no problems, even if you
do not use the warrior skills. These skills are based on adrenaline and
require a sword to perform.
----
A Mesmer's Burden [psst2]
----
Quest Starter: Lady Althea
Objective: Kill the Rogue Bull
Reward: 250xp, sampling of Conjure Phantasm, Imagined Burden and Ether
Feast
Reward Giver: Lady Althea
Difficulty and Comments: Use Conjure Phantasm. It is about the only skill
which as effective at all. If you are a necro, life siphon works, sever artery
also works. You need to do this to activate the Rogue's replacement.
----
The Ranger's Companion [psst3]
----
Quest Starter: Master Ranger Nente
Objective: Charm a Melandru's Stalker
Reward: 250xp, sampling of Charm Animal, Comfort Animal and Troll
Unguent
Reward Giver: Master Ranger Nente
Difficulty and Comments: nothing on the way to the Melandru stalker will attack
you. When you start charming, the process takes ten seconds or so, in which
time the stalker will attack you. Other than that, this is easy.
----
Elementalist Experiment [psst4]
----
Quest Starter: Elementalist Aziure
Objective: Kill 12 Ice Elemental Shards which come in waves of 4.
Reward: 250xp, Firestorm, Glyph of Lesser Energy and Aura of
Restoration
Reward Giver: Elementalist Aziure
Difficulty and Comments: Firestorm will cream them. Try to wait so you can
pound two waves at a time with it. If your primary class is Elementalist, you
can do this at the same time as Supremacy of air.
----
A Monk's Mission [psst5]
----
Quest Starter: Brother Mhenlo
Objective: Keep the Abbot Paulus alive
Reward: 250xp, sampling of Bane Signet and Orison of Healing
Reward Giver: Brother Mhenlo
Difficulty and Comments: Do this while you do the Rites of remembrance.
Paulus will have to run across poison [so will you]. He likely will not die on
the way there. When you get out of the poison, heal him and heal yourself.
You will now have to run back. Paulus is carrying something now and runs
slower, thus, you need to heal him this time. Walk slowly with him back to the
entrance to Ashford Abbey. When the quest updates, talk to Mhenlo.
----
The Necromancer's Novice [psst6]
----
Quest Starter: Necromancer Munne
Objective: Kill the Nightmare
Reward: 250xp, sampling of Life Siphon, Deathly Swarm, and Animate
Bone
Horror
Reward Giver: Necromancer Munne
Difficulty and Comments: Follow Munne to the hallway in a large room. You will
see a carrion devourer run across a flame geyser and be blown up. This is a
hint [Well, actually, the hint is in the mission summary now]. Try to avoid
killing anything. Just before [but not too close!] the next geyser, summon a
bone horror. The body across the geyser will cause it to explode when
animated. Do the same thing for the next and final one. To kill the
nightmare, the fastest way is to cast deathly swarm, which will probably do in
excess of 60 damage. Once you complete this, you are in the area of the Prize
Moa Bird, so do that one too.
-------------------
3. Primary & Secondary Profession Trainer Quests
-------------------
These are skill trainers who can only teach you skills from your primary and
secondary classes. There is no sampling these.
Elementalist
-------
----
Supremacy of Air [psps1]
----
Quest Starter: Relena Stormbringer
Objective: Kill the Tower Golem
Reward: 250xp, Permanent use of Blinding Flash, Lightning Javelin
Reward Giver: Elementalist Aziure
Difficulty and Comments: use lightning javelin to cream the golem. If you are
a primary Elementalist, have this quest activated when you go to do the
Elementalist experiment.
Mesmer
-------
----
Domination Magic [psps2]
----
Quest Starter: Vassar [Foible's Fair]
Objective: Kill the Skale Brood
Reward: 250xp, permanent use of Backfire and Shatter Delusions
Reward Giver: Vassar
Difficulty and Comments: Use backfire on him or you are likely to get creamed.
Combine it with whatever form of damage you desire.
Monk
-------
----
Blessings of Balthazar [psps3]
----
Quest Starter: Brother Mhenlo
Objective: Kill the undead invading the farms north of Ashford Abbey.
Reward: 250xp, permanent use of Retribution, Symbol of Wrath
Reward Giver: Brother Mhenlo
Difficulty and Comments: If you can get in close, smash the undead with Symbol
of wrath. Otherwise, use your Bane Signet [and Banish if you are a primary
monk]
----
Protection Prayers [psps4]
----
Quest Starter: Garzden the Protector
Objective: Protect Farrah while she hunts down the bandit Alain.
Reward: 250xp, permanent use of Shielding Hands and Reversal of
Fortune
Reward Giver: Garzden the Protector
Difficulty and Comments: Somewhat tough if you fail to heal her frequently [or
use protection prayers]. She will be able to kill most of it in a hurry, so do
not feel the need to speed up the process of killing.
Necromancer
-------
----
The Accursed Path [psps5]
----
Quest Starter: Oberan the Reviled [Catacombs]
Objective: Kill 5 Crypt Fiends
Reward: 500xp, permanent use of Soul Barbs and Faintheartedness
Reward Giver: Oberan the Reviled
Difficulty and Comments: hardest part is getting to Oberan deep in the
catacombs.
----
Power of Blood [psps6]
----
Quest Starter: Kasha Blackblood [Green Hills County]
Objective: Kill 3 Blood Fanatics
Reward: 250xp, permanent use of Vampiric Touch and Blood Renewal
Reward Giver: Kasha Blackblood
Difficulty and Comments: Easy quest. They will run from you until they have a
great strength in numbers. If you are a Mesmer as a second or first class, try
to slow them down as they run so you can pick them off one at a time. You only
need to kill three of the five.
Ranger
-------
----
Test of Marksmanship [psps7]
----
Quest Starter: Ivor Trueshot [Regent Valley]
Objective: Kill the five nearby plague worms
Reward: 250xp, permanent use of point blank shot and Read the Wind
Reward Giver: Ivor Trueshot
Difficulty and Comments: Somewhat hard if you are still level one. If you are
level two, this is easy. Just gun them down with special shots. Helps to have
a pet to do the few extra damage.
----
Unnatural Growth [psps8]
----
Quest Starter: Aidan [Wizard's Folly Fishing Village]
Objective: Get an Aloe Root from a large aloe seed.
Reward: 250xp, permanent use of Ignite Arrows and Dual Shot.
Reward Giver: Aidan
Difficulty and Comments: This one is actually quite hard. First, it is way out
of the way as you will be able to see on your map. Second, these things just
swarm at you. Chances are, you will only need to kill one. Ignite arrows
works wonders if you can cluster them, so does any other area of effect spell
your other class may have.
Warrior
-------
----
Warrior's Challenge [psps9]
----
Quest Starter: Duke Barradin [Barradin Estate]
Objective: Kill Agnar the Foot
Reward: 250xp, permanent use of Hammer Bash and Frenzy
Reward Giver: Duke Barradin
Difficulty and Comments: The trick is to knock him down with a hammer blow just
before he uses a healing spell. It might be easier to have a Mesmer in the
party to just empathy and conjure phantasm him.
----
The Vineyard Problem [psps10]
----
Quest Starter: Little Thom [Barradin Estate]
Objective: Kill the 4 Large Aloe Seeds
Reward: 250xp, permanent use of Cyclone axe and Executioners strike
Reward Giver: Little Thom
Difficulty and Comments: Get in-between them and use cyclone axe, which will
kill all of the little ones and build up your adrenaline. Smash the first Big
seed with executioners strike. Should be easy enough to hack 'n' slash from
here.
-------------------
4. Quests Which Are Not Really Quests
-------------------
The Bear Hunters [psq1]
The Bear Hunters are in the Regent Valley. They are a big bunch of drinkers
who like to hunt bears. When you get to them, try to have not killed the two
nearby bears. Talk to them all, stand there for a minute and eventually a
timer will activate. You have that long to kill a bear and return to the
hunters. Every time you succeed, you will get a Hunter's Ale. It does not
seem to have a purpose, but if you drink it, it will make your screen blur,
trying to simulate being drunk!
Farmer Dirk's Prize Winning Hogs [psq2]
They have all escaped their pen. You need to chase them all back in! This is
rather difficult. Basically, when you charge up to a hog, it will run in the
direction it was facing... usually. Once you get all seven or eight back in,
talk to farmer dirk and he will give you 30 gold or so. I think you need to be
level 3 or 4 to attempt this, as well.
Dress up Gwen! [psq3]
Give Gwen a new flute from a vendor, a cape from a Vendor and constantly give
her flowers. She'll give you her Tapestry shred. It does not seem to have an
use yet. Save your money and do not even bother to do this.
-------------------------------------------------------------------------------
Ruins of Ascalon
-------------------------------------------------------------------------------
The Ascalon area is now bruised and charred. The main town is Ascalon City.
There is a skill trainer in this town, as well as all the types of merchants,
aside from a scroll merchant. There are two armor dealers here. The better of
the two offers armor defense which will not be beaten until well into kryta,
making it a great choice to last a third of the game. The other towns are:
Sardelac Sanitarium, Serenity Temple, Fort Ranik, The Frontier Gate, Ruins of
Surmia, Great Northern Wall, Nolani Academy, Piken Square and the Grenich
Courthouse.
1. Missions
The Great Northern Wall [mis1]
Fort Ranik [mis2]
Ruins of Surmia [mis3]
Nolani Academy [mis4]
2. Ascalon City Quests
The Krytan Ambassador [roa1]
The King's Message [roa2]
Helping the People of Ascalon [roa3]
The Ambassador's Quandary [roa4]
Rastin's Ritual [roa5]
Defend the Wall [roa6]
Cities of Ascalon [roa7]
Counting the Fallen [roa8]
Scavengers in Old Ascalon [roa9]
Vanguard Equipment [roa10]
Barradin's Advance [roa11]
A Mission of Peace [roa12]
The Troublesome Artifact [roa13]
Fires in the East [roa14]
Symon's History of Ascalon [roa15]
Scorched Earth [Elementalist Only] [roa16]
Elemental Knowledge [Elementalist Only] [roa17]
Recruits for Hollis [roa18]
Gargoyle Trouble [Warrior Only] [roa19]
Military Matters [Warrior Only] [roa20]
To the Breach [Warrior Only] [roa21]
Endangered Species [Ranger Only] [roa22]
The Charr Patrol [Ranger Only] [roa23]
The Charr Staging Area [Ranger Only] [roa24]
3. Sardelac Sanitarium Quests
Supplies for the Duke [ros1]
Barradin's Stand [ros2]
Sowing Seeds [Monk Only] [ros3]
Protecting Ascalon [Monk Only] [ros4]
In Memory of Paulus [Monk Only] [ros5]
Mesmerizing the Enemy [Mesmer Only] [ros6]
Trying Times [Mesmer Only] [ros7]
A Cure for Ralena [Mesmer Only] [ros8]
The Stolen Artifact [Necromancer Only] [ros9]
Death in the Ruins [Necromancer Only] [ros10]
Oberan's Rage [Necromancer Only] [ros11]
Shalev's Task [Elementalist Only] [ros12]
Family Ties [ros13]
4. Piken Square Quests
The Siege of Piken Square [rop1]
Casualty Report [rop2]
The Duke's Daughter [rop3]
Fires in the North [rop4]
Red-Cloaked Deserter [rop5]
Hammer and Anvil [rop6]
Garfazz Bloodfang [rop7]
Althea's Ashes [rop8]
Fallen Soldiers [Necromancer Only] [rop9]
Army Life [Warrior Only] [rop10]
Charr Reinforcements [Ranger Only] [rop11]
5. Fort Ranik Quests/Frontier Gate/Serenity Temple
The Regent Valley Defense [rof1]
Deliver a Message to my Wife [rof2]
Frontier Gate Fugitives [rof3]
Ruins of Surmia [rof4]
Replacement Healers [Monk Only] [rof5]
Unnatural Creatures [Mesmer Only] [rof6]
Experimental Elixir [Mesmer Only] [rof7]
The Way of the Geomancer [Elementalist Only] [rof8]
The Geomancer's Test [Elementalist Only] [rof9]
Caravan in Trouble [rof10]
-------------------
1. Missions
-------------------
All missions give 1000xp and 1 skill point. Every mission also has a Bonus
objective which gives another 1000xp. Missions are the main way to advance the
game.
----
The Great Northern Wall [mis1]
----
Objective: Scout for Bonfaaz Burntfur's army. Once you spot it, run back to
Captain Calhaan with your findings. Most of the level consists of fighting
Grawl and Devourers.
Bonus: Find the four pieces of Kilnn Testibrie's armor. All four are found in
wreckages between the first boss you fight and the first set of Charr. If you
fight any Charr and do not have all four bonus pieces, backtrack.
----
Fort Ranik [mis2]
----
Objective: Push back the Charr Army. All you need to do is kill the boss named
Torch Spitfur but, along the way you can fix a catapult like thing by finding
objects to fix it in nearby wreckage. This will allow you to devastate a large
Charr force standing around. It is possible to sneak past this force and fire
the second catapult thing. If done immediately, it will hit the boss and end
the mission.
Bonus: Save Deeter Saberlin from Charr imprisonment. He is being held by two
healers. You'll need to focus fire or disable their ability to heal each
other. Master Armin Saberlin starts the bonus a short while after the missions
starts, so make sure he does not die before this point.
----
Ruins of Surmia [mis3]
----
Objective: Safeguard Prince Rurik while you save the captured Ascalon Soldiers.
The first half of the journey there, you will face a great deal of devourers.
After a boss, Rurik will begin charging into the Charr. Keep up with him, he
sometimes gets in over his head. Eventually you will see groups of prisoners.
Each group is guarded by a boss and some normal enemies. Once you have saved
three groups of them, there will be a cinematic. You will learn that mages
have been held captive too. Rurik decides these people need to be saved too.
Continue on the path towards a fortress. The door is unfortunately locked from
the other side. Rurik and Erol will chill waiting for you to go around to the
other side and open it. On your way there, make sure to get the Monument at
Surmia. Once you open the lever, Rurik will again charge forward. Rather than
take the main force, he will suggest sneaking around, because he has a plan.
In all honesty, if you pill the large army a bit, Rurik can take the entire
thing provided you can keep him alive. If this is not an option, simply do
what he suggests. Either way, you will eventually free three mages and Rurik
will have a plan. The Mages will run to Obelisks. They damage foes who
venture near. They do good damage, so try to keep the mages alive from the
Charr forces which will attack from all sides. Once their army is dead [or if
you already killed it], there will be another cinematic. Mission complete.
Bonus: After the cinematic, a short while later Rurik and Erol will wait on the
side of a closed door. Continue down to the tarpits and defeat the sole Charr
boss and then talk to Breena Stavinson. This will activate the bonus portion
of the mission. Four Ember Bearers will spawn nearby. DO NOT KILL THEM.
Instead, wait until they walk by, and follow them at a distance until they
reach a gate. It will be opened for them, follow them in, now kill them and
everything else. The Flame Keepers are nearby to the west. Kill all four of
them and the bonus is complete.
----
Nolani Academy [mis4]
----
Objective: There are two methods of doing the first half of the mission. The
recommended way is to sneak around the entire level and take out the bulk of
the Charr army from behind. Once done, the doors will open and Rurik will rush
out.
The alternative way is to pull the lever near the start and open the gates.
The Charr will ALL rush in. Stand near an obelisk and protect/heal Rurik.
They will all try to swarm him, This way is much faster, provided you can keep
Rurik alive. Though, it makes the bonus nearly impossible to complete, until
the very end, at which point you would have to backtrack, losing the time you
saved by doing this!
Either way, Rurik will eventually run to the gate and demand entry. Follow
Rurik to stormcaller. He will play it. For the remainder of the mission, all
the Charr will have about 50% max HP, making them quite easy. Rurik will lead
you all the way to the final Charr boss, Bonfaaz Burntfur. Kill him and the
mission is over. If you haven't yet done the bonus, after the final Charr
before Burntfur, you can turn back and get it.
Bonus: Watchman Pramas took the tome of the fallen under orders from his
superior. Apparently, the spirits were not too pleased by this. They roam
around the area attacking those who venture near, especially the person with
the tome. You need to carry the tome back to the statue in the back of the
field they patrol. Talk to the ghost who appears when you do.
-------------------
2. Ascalon City Quests
-------------------
All of these quests start from either Ascalon City or just outside of town in
Ambassador Zain's encampment. It also includes some other quests in Old
Ascalon. As of present, there is some inconsistency of which area some quests
should be listed in, this one or the Sardelec Sanitarium.
----
The Krytan Ambassador [roa1]
----
Quest Starter: Captain Osric [Old Ascalon]
Objective: Inform Warmaster Tydus an Ambassador from the former enemy nation of
Kryta has arrived in Ascalon
Reward: 500xp
Reward Giver: Warmaster Tydus [Ascalon City]
Difficulty and Comments: get this quest immediately after the cinematic which
brought you here from pre-searing. Ascalon city is nearby, but it's already on
your map so you may as well teleport there.
----
The King's Message [roa2]
----
Quest Starter: Warmaster Tydus [Ascalon City]
Objective: Get someone to party with, and tell Ambassador Zain that your king
does not trust his nation.
Reward: 100xp
Reward Giver: Ambassador Zain [Old Ascalon]
Difficulty and Comments: Sometimes this quest bugs up. Rather than taking a
human, just take Alesia the henchman as the quest suggests, you'll be back in
town within two minutes.
----
Helping the People of Ascalon [roa3]
----
Quest Starter: Ambassador Zain [Old Ascalon]
Objective: Deliver the supplies to Ellie Rigby [Ascalon City].
Reward: 200xp
Elementalist - Lava Font
Mesmer - Energy Tap
Monk - Mending
Necromancer - Vile Touch
Ranger - Penetrating Attack
Warrior - "For Great Justice"
Reward Giver: Ambassador Zain [Old Ascalon]
Difficulty and Comments: none.
----
The Ambassador's Quandary [roa4]
----
Quest Starter: Ambassador Zain [Old Ascalon]
Objective: There is a bandit in the Regent Valley, Torin. Zain wants him dead,
but fears Ascalons may be enraged if he kills any of them, even a thief.
Reward: 500xp
Reward Giver: Ambassador Zain
Difficulty and Comments: This quest is designed to send you near Fort Ranik.
However, due to some quests you will get shortly, it makes more sense to wait
rather than do this now.
----
Rastin's Ritual [roa5]
----
Quest Starter: Witness Rastin [Old Ascalon]
Objective: Take Rastin's materials to the crafter Daved, near the Sardelac
Sanitarium and return to Rastin with the final product.
Reward: 500xp
Reward Giver: Witness Rastin
Difficulty and Comments: This quest serves the purpose of showing you where the
Sardelac Sanitarium is, as well as show you a materials crafter.
----
Defend the Wall [roa6]
----
Quest Starter: Warmaster Tydus [Ascalon City]
Objective: Report to Squire Zachary at the Great Northern Wall. It is located
off of the back exit to Ascalon City
Reward: 500xp
Reward Giver: Squire Zachary [Great Northern Wall]
Difficulty and Comments: Do this quest immediately, but rather than enter the
mission, go back to Ascalon City for a bunch of new quests.
----
Cities of Ascalon [roa7]
----
Quest Starter: Symon the Scribe [Ascalon City]
Objective: Find three historical monuments. They are in the King's Watch of
the Regent Valley, Ruins of Surmia and near the Nolani Academy in the Diessa
Lowlands.
Reward: 1000xp
Reward Giver: Symon the Scribe
Difficulty and Comments: It will be quite a while until you complete this one.
You will be doing the Regent Valley defense and the Red Cloaked Deserter when
you find the one in the King's Watch. The Surmia monument takes place in the
Surmia Mission, and the Nolani Academy one is right outside the door of the
Nolani Academy.
----
Counting the Fallen [roa8]
----
Quest Starter: Symon the Scribe [Ascalon City]
Objective: Find the Census in the ruins of Old Ascalon. It is inside of a pile
of wreckage.
Reward: 500xp
Reward Giver: Symon the Scribe
Difficulty and Comments: This quest still drops only one census, even if all
four people in the party need the quest. Do this one with henchmen.
----
Scavengers in Old Ascalon [roa9]
----
Quest Starter: Warmaster Tydus [Ascalon City]
Objective: Outside of the Sardelac Sanitarium is Thaddiel, he is looting the
place. Inform him that the king sent you to remove the scavengers and that
everything will be alright so long as he makes himself useful.
Reward: 500xp
Reward Giver: Warmaster Tydus
Difficulty and Comments: none
----
Vanguard Equipment [roa10]
----
Quest Starter: Captain Arne [Ascalon City]
Objective: Outfitter Gelsen in the Regent Valley has supplies which Captain
Arne needs. But, alas, Gelsen has lost them to bandits. You will need to get
them from the bandits. They will prove to be useless, but nevertheless you
benefit.
Reward: 500xp
Reward Giver:
Difficulty and Comments: none
----
Barradin's Advance [roa11]
----
Quest Starter: Captain Arne [Ascalon City]
Objective: Talk to Gate Guard Hollis and ask of what happened to Duke
Barradin's offensive against the Charr.
Reward: 250xp
Reward Giver: Gate Guard Hollis [Old Ascalon]
Difficulty and Comments: This quest becomes active after completing the
Vanguard Equipment.
----
A Mission of Peace [roa12]
----
Quest Starter: Ambassador Zain [Old Ascalon]
Objective: Give Gate Guard Hollis Ambassador Zain's strongbox
Reward: 250xp
Reward Giver: Ambassador Zain
Difficulty and Comments: none
----
The Troublesome Artifact [roa13]
----
Quest Starter: Warmaster Tydus [Ascalon City]
Objective: Take the Eldritch Sextant to Priestess Rashenna [Serenity Temple] to
find out if they are part of a Krytan scheme.
Reward: 500xp
Reward Giver: Warmaster Tydus
Difficulty and Comments: This quest becomes available once you reach Fort Ranik
----
Fires in the East [roa14]
----
Quest Starter: Captain Arne [Ascalon City]
Objective: Kill the Charr Flame Keepers near the Frontier Gate
Reward: 500xp
Reward Giver: Captain Arne
Difficulty and Comments: This quest activates when you hit the frontier gate
after having done Barradin's Advance. It seems bugged recently, and does not
always appear.
----
Symon's History of Ascalon [roa15]
----
Quest Starter: Witness Rastin [Old Ascalon]
Objective: Get a copy of Symon the Scribe's book about Ascalon and Kryta.
Reward: 2000xp
Reward Giver: Witness Rastin
Difficulty and Comments: The quest directs you back to Daved to get rolls of
parchment for the book. However, it is likely cheaper to just buy the
parchment one at a time from a rare material trader, or ten at a time from the
material trader. You only need five rolls. Give them to Symon, he will make
the book, then give a copy to Rastin. If only you could read it! This quest
becomes available once you reach the Nolani Academy.
----
Scorched Earth [Elementalist Only] [roa16]
----
Quest Starter: Elementalist Aziure [Old Ascalon]
Objective: Kill five Hulking Stone Elementals
Reward: 200xp, Ward Against Elements
Reward Giver: Elementalist Aziure
Difficulty and Comments: This quest is bugged. As long as five Hulking stone
elementals in the area die, you get credit for it, even if they are all killed
by NPCs.
----
Elemental Knowledge [Elementalist Only] [roa17]
----
Quest Starter: Elementalist Aziure [Old Ascalon]
Objective: Seek out Shale the Hermit
Reward: 250xp, Armor of Earth = Frozen Burst
Reward Giver: Shale the Hermit [Old Ascalon]
Difficulty and Comments: Somewhat hard to get to him, actually. Several
devourers and hulking stone elementals along the way.
----
Recruits for Hollis [roa18]
----
Quest Starter: Warmaster Tydus
Objective: Escort the army recruits from just outside Ascalon City to Gate
Guard Hollis.
Reward: 500xp
Reward Giver: Gate Guard Hollis
Difficulty and Comments: This quest seems to have a new activating requirement.
At this time I am not sure what it is, but it did not appear for a significant
amount of time. This is probably to prevent people from power reward leveling
with early quests, as this one used to be available almost immediately after
doing Defend the Wall.
----
Gargoyle Trouble [Warrior Only] [roa19]
----
Quest Starter: Warmaster Grast [Old Ascalon]
Objective: Slay 5 Flash Gargoyles.
Reward: 200xp, Wild Blow - Sever Artery - Gash - Healing Signet
Reward Giver: Warmaster Grast
Difficulty and Comments: No shortage of Flash Gargoyles around here. Shatter
Gargoyles count as well, oddly, making this quest even easier.
----
Military Matters [Warrior Only] [roa20]
----
Quest Starter: Warmaster Grast [Old Ascalon]
Objective: Escort Sergeant Clark to Warmaster Grast from the Regent Valley.
Clark is just inside of the valley from the Old Ascalon side.
Reward: 250xp, Power Attack - Sprint
Reward Giver: Warmaster Grast
Difficulty and Comments: Try not to let Clark get owned by devourers on the way
back, he is only level two for some idiotic reason.
----
To the Breach [Warrior Only] [roa21]
----
Quest Starter: Warmaster Grast [Old Ascalon]
Objective: Head to the Breach and repel the Charr offensive.
Reward: 300xp, Penetrating Blow - Endure Pain
Reward Giver: Warmaster Grast
Difficulty and Comments: You must complete Military Matters before you can
accept this quest.
----
Endangered Species [Ranger Only] [roa22]
----
Quest Starter: Master Ranger Nente [Old Ascalon]
Objective: Charm a Melandru Stalker and bring it to Nente.
Reward: 200xp, Hunter's Shot - Comfort Animal - Troll Unguent - Charm Animal
Reward Giver: Master Ranger Nente
Difficulty and Comments: If you already have a Melandru Stalker, just talk to
him again after taking the quest. If you like your current pet better, I
suggest just ditching this quest because you will have to lose your pet to do
this.
----
The Charr Patrol [Ranger Only] [roa23]
----
Quest Starter: Master Ranger Nente [Old Ascalon]
Objective: Follow Nente around from checkpoint to checkpoint while he follows
the Charr tracks, then, kill the Charr you have been following
Reward: 250xp, Feral Lunge - Favorable Winds
Reward Giver: Master Ranger Nente
Difficulty and Comments: If you get too far ahead of Nente he will stop moving.
Walk back to him if this happens. The arrow is really screwed up for the last
leg of this quest at present.
----
The Charr Staging Area [Ranger Only] [roa24]
----
Quest Starter: Master Ranger Nente [Old Ascalon]
Objective: Kill Gorgaan Hatemonger in the Breach.
Reward: 300xp, Dodge - Quickening Zephyr
Reward Giver: Master Ranger Nente
Difficulty and Comments: Rangers get to walk almost as far as
Elementalists....
-------------------
3. Sardelac Sanitarium Quests
-------------------
These quests start inside of the Sanitarium and just outside of it as well.
Every quest here is class specific, thus, some classes may not have any here!
----
Supplies for the Duke [ros1]
----
Quest Starter: Gate Guard Hollis [Old Ascalon, outside of the Breach]
Objective: Find the lost supply column and escort it to Piken Square
Reward: 300xp
Elementalist - Ice Spikes
Mesmer - Distortion
Monk - Purge Conditions
Necromancer - Weaken Armor
Ranger - Called Shot
Warrior - "Watch Yourself!"
Reward Giver: Quartermaster Aada [Piken Square]
Difficulty and Comments: There are five members, I'm not sure the minimum which
must survive, but three will suffice. Also, do not enter town until the
mission updates.
----
Barradin's Stand [ros2]
----
Quest Starter: Gate Guard Hollis [Old Ascalon]
Objective: Go to Piken Square and see if Duke Barradin Needs Assistance
Reward: 500xp
Reward Giver: Duke Barradin [Piken Square]
Difficulty and Comments: You get this quest after Barradin's Advance.
----
Sowing Seeds [Monk Only] [ros3]
----
Quest Starter: Grazden the Protector [Old Ascalon]
Objective: Escort Farmer Hamnet to Ascalon City
Reward: 200xp - Heal Party - Bane Signet - Orison of Healing
Reward Giver: Grazden the Protector
Difficulty and Comments: The farmer tends to agro things he doesn't need to.
He has heal area, so he can somewhat keep himself alive, but don't count on it.
----
Protecting Ascalon [Monk Only] [ros4]
----
Quest Starter: Grazden the Protector [Old Ascalon]
Objective: Find Paulus in the Regent Valley
Reward: 300xp, Heal Area - Vital Blessing
Reward Giver: Grazden the Protector
Difficulty and Comments: Paulus, being the poor healer that he is, has died.
Examine him to get his pendant. Return it to Grazden.
----
In Memory of Paulus [Monk Only] [ros5]
----
Quest Starter: Grazden the Protector [Old Ascalon]
Objective: Tell Melka Blanston [Old Ascalon] that Paulus the Abbott has been
killed :(
Reward: 300xp, Resurrect - Live Vicariously
Reward Giver: Melka Blanston [Old Ascalon]
Difficulty and Comments: love triangle!
----
Mesmerizing the Enemy [Mesmer Only] [ros6]
----
Quest Starter: Vassar [Sardelac Sanitarium]
Objective: Kill Ignis Phanaura outside of the Sardelac Sanitarium
Reward: 200xp, Power Leak - Conjure Phantasm - Ether Feast - Imagined Burden
Reward Giver: Vassar
Difficulty and Comments: Backfire works wonders on this one.
----
Trying Times [Mesmer Only] [ros7]
----
Quest Starter: Vassar [Sardelac Sanitarium]
Objective: Find and retrieve the Mossy Rock
Reward: 300xp, Chaos Storm - Mantra of Flame
Reward Giver: Vassar
Difficulty and Comments: none
----
A Cure for Ralena [Mesmer Only] [ros8]
----
Quest Starter: Vassar [Sardelac Sanitarium]
Objective: Find Master Ranger Nente, he can make the cure to save Ralena
Stormbringer's life.
Reward: 300xp, Illusion of Haste - Energy Burn
Reward Giver: Vassar
Difficulty and Comments: none
---
The Stolen Artifact [Necromancer Only] [ros9]
---
Quest Starter: Necromancer Munne [Sardelac Sanitarium]
Objective: Find the Grawl who have taken the artifact. Grab the artifact and
walk it back towards the Sardelac Sanitarium. Munne will take it from there
Reward: 200xp, Insidious Parasite - Life Siphon - Deathly Swarm - Animate Bone
Horror
Reward Giver: Necromancer Munne
Difficulty and Comments: The first of three Necromancer quests which barely
requires you to leave town.
---
Death in the Ruins [Necromancer Only] [ros10]
---
Quest Starter: Kasha Blackblood [Sardelac Sanitarium]
Objective: Oberan has gone insane and is created a kingdom of undead. You need
to stop him. Sadly, he can not be found. Fortunately, Oberan has a temper and
can be lured into the open if you kill his minions.
Reward: 250xp, Dark Pact - Mark of Pain
Reward Giver: Kasha Blackblood
Difficulty and Comments: Another quest in which you have to walk almost ten
steps outside of town!
---
Oberan's Rage [Necromancer Only] [ros11]
---
Quest Starter: Kasha Blackblood [Sardelac Sanitarium]
Objective: Kill Oberan the Reviled
Reward: 350xp, Parasitic Bond - Putrid Explosion
Reward Giver: Kasha Blackblood
Difficulty and Comments: You must complete Death in the Ruins in order to
activate this quest. Your plan worked, Oberan marches towards the Sardelac
Sanitarium!
----
Shalev's Task [Elementalist Only] [ros12]
----
Quest Starter: Shale the Hermit [Old Ascalon]
Objective: Go into the Breach, near Piken Square, and kill the Charr Fire
Callers to get a bottle of Fiery Unguent. Return that bottle to Shale.
Reward: 300xp, Eruption - Shard Storm
Reward Giver: Shale the Hermit
Difficulty and Comments: Rather long walk if you do not have Piken Square on
your map. Damn Elementalist quests make you run all over the place!
----
Family Ties [ros13]
----
Quest Starter: Avatar of Dwayna [Sardelac Sanitarium]
Objective: Escort the ghosts of Barris and Tamra Lefey from Old Ascalon to the
gates of Ascalon City. They are near the entrance to the Breach.
Reward: 500xp
Reward Giver: Elsie Lefey [Old Ascalon]
Difficulty and Comments: When you reach them, they will talk about their son
for a bit. Then, your quest log will update. Once you arrive, the Lefey's
will have a reunion of sorts. Rather boring.
-------------------
4. Piken Square Quests
-------------------
----
The Siege of Piken Square [rop1]
----
Quest Starter: Duke Barradin [Piken Square]
Objective: Kill the Charr forces right outside of town
Reward: 500xp
Reward Giver: Duke Barradin
Difficulty and Comments: The Charr Captain has healing signet and is all around
annoying. If you can't deal damage this quest may be somewhat hard
----
Casualty Report [rop2]
----
Quest Starter: Undertaker Cortis [Piken Square]
Objective: Deliver the casualty report to Warmaster Tydus
Reward: 150xp, Shadow Strike [Necromancer Only]
Reward Giver: Undertaker Cortis
Difficulty and Comments: none
----
The Duke's Daughter [rop3]
----
Quest Starter: Viggo [Piken Square]
Objective: Find out what happened to Lady Althea, Duke Barradin's Daughter
Reward: 2000xp
Reward Giver: Duke Barradin [Piken Square]
Difficulty and Comments: She has been killed. Her ghost is in a random area of
the Diessa lowlands.
----
Fires in the North [rop4]
----
Quest Starter: Duke Barradin [Piken Square]
Objective: Kill the Charr Flame Keepers near the fires in the Diessa Lowlands
Reward: 1000xp
Reward Giver: Duke Barradin
Difficulty and Comments: none
----
Red-Cloaked Deserter [rop5]
----
Quest Starter: Farrah Cappo [Piken Square]
Objective: Find Little Thom
Reward: 1000
Reward Giver: Farrah Cappo
Difficulty and Comments: Little Thom has died, or has he? Search for his badge
near the monument of King's Watch, so make sure to get that too. This is the
only reason I feel Piken Square should be entered before fort Ranik, because
Little Thom is out in the regent valley, and it makes no sense to walk a long
way twice.
----
Hammer and Anvil [rop6]
----
Quest Starter: Duke Barradin [Piken Square]
Objective: Kill Grim Sharpfang and his armor in the Breach.
Reward: 500xp
Reward Giver: Duke Barradin
Difficulty and Comments: This quest becomes available after doing the Siege of
Piken Square. The "help" coming from the other side dies quite quickly, so be
prepared to do this one alone.
----
Garfazz Bloodfang [rop7]
----
Quest Starter: Viggo [Piken Square]
Objective: Kill Garfazz Bloodfang in the Diessa Lowlands
Reward: 500xp
Reward Giver: Viggo
Difficulty and Comments: You get this quest after completing Hammer and Anvil.
Garfazz can be approached from two sides. One is packed with Gargoyles, the
other with Charr. The gargoyle side [west], gives you the advantage of being
on the same height as the Charr, and you will not have to worry about gargoyles
running over in the middle of battle, if you kill them first.
----
Althea's Ashes [rop8]
----
Quest Starter: Duke Barradin [Piken Square]
Objective: Gather Althea's Ashes and put them into the Barradin family urn.
Return them to Duke Barradin.
Reward: 2000xp
Reward Giver: Duke Barradin
Difficulty and Comments: Often considered to be the hardest quest of the
Ascalon Block. This is the first quest you will need to pull enemies towards
you and take them in small groups. Make sure to take down the shaman's first,
their healing can turn the tides of battle.
All you actually need to do is touch the Charr Firestand in the flame temple
corridor, so it is possible to just run though and then warp to a town quickly.
This quest becomes available after completing the Duke's Daughter.
---
Fallen Soldiers [Necromancer Only] [rop9]
---
Quest Starter: Undertaker Cortis [Piken Square]
Objective: Collect 10 family sigils from the Fallen Ascalon soldiers west of
Piken Square.
Reward: 250xp, Soul Feast
Reward Giver: Undertake Cortis
Difficulty and Comments: How will Cortis be able to identify them, all of them
look like the exact same character model.
----
Army Life [Warrior Only] [rop10]
----
Quest Starter: Armsman Pitney [Piken Square]
Objective: Find Old Mac's body in the Breach. Pitney says Old Mac remained
there in battle with his new pet.
Reward: 250xp, Mighty Blow - Dismember
Reward Giver: Armsman Pitney
Difficulty and Comments: Turns out, Old Mac is alive and kicking with his pet
devourer, Joe! Escort them back to Piken Square.
----
Charr Reinforcements [Ranger Only] [rop11]
----
Quest Starter: Ivor Trueshot [Piken Square]
Objective: Follow Aidan around and do what he says. In theory, you are
supposed to be tagging small important areas of the Charr army, in fact, you
pretty much get to clear half the Breach of Charr.
Reward: 500xp, Distracting Shot - Call of Haste
Reward Giver:
Difficulty and Comments: Aidan does a lot of damage, try to bring some way to
heal him just in case though.
-------------------
5. Fort Ranik / Frontier Gate / Serenity Temple Quests
-------------------
In theory, this area is much easier than the Piken area, but, quest progression
seems to favor Piken first. Weird.
----
The Regent Valley Defense [rof1]
----
Quest Starter: Sergeant Brannen [Regent Valley]
Objective: Clear the King's Watch of Charr
Reward: 500xp
Reward Giver: Lord Darrin [Piken Square]
Difficulty and Comments: Easy quest. Sometimes the Charr don't spawn, to
remedy this, walk back into town after getting this quest, then go do it.
----
Deliver a Message to my Wife [rof2]
----
Quest Starter: Gurn Blanston [Fort Ranik Mission]
Objective: Tell Melka Blanston that Gurn has died defending Ascalon!
Reward: 500xp
Reward Giver: Melka Blanston [Old Ascalon]
Difficulty and Comments: Poor Melka... all her lovers die :(
----
Frontier Gate Fugitives [rof3]
----
Quest Starter: Warmaster Riga [Frontier Gate]
Objective: Search the Pockmark Flats and Eastern Frontier for Footmen Tate and
Quinn. Tate will surrender and you will need to walk him back to the steps of
the Frontier Gate. Quinn will fight you, so just kill him.
Reward: 1000xp
Reward Giver: Warmaster Riga
Difficulty and Comments: This quest is annoyingly long. Don't let Tate die, he
tends to attack everything and die rather quickly.
----
Ruins of Surmia [rof4]
----
Quest Starter: Warmaster Riga [Frontier Gate]
Objective: Go to the Ruins of Surmia
Reward: 500xp
Reward Giver: Captain Miken [Ruins of Surmia]
Difficulty and Comments: This is just an easy walk.
----
Replacement Healers [Monk Only] [rof5]
----
Quest Starter: Priestess Rashenna [Serenity Temple]
Objective: Escort Devona to the Eastern Frontier and dispose of a Charr
scouting party.
Reward: 500xp, Infuse Health - Strength of Honor
Reward Giver: Priestess Rashenna
Difficulty and Comments: Devona can kill just about anything on her own rather
quickly. You do not get exp if she does the bulk of the damage though, so if
that matters try to keep her back in some way.
----
Unnatural Creatures [Mesmer Only] [rof6]
----
Quest Starter: Erudine [Serenity Temple]
Objective: Kill Gren Mindvenom and bring his Tissue sample to Erudine
Reward: 250xp, Diversion
Reward Giver: Erudine
Difficulty and Comments: Easy quest, just don't forget the sample, which he
conveniently drops, no need to carve it or anything.
----
Experimental Elixir [Mesmer Only] [rof7]
----
Quest Starter: Erudine [Serenity Temple]
Objective: Take the experimental elixir to Fadden Hathorn in the Sardelac
Sanitarium, because he's insane. Once it cures him, talk to Vassar.
Reward: 500xp, Shatter Hex
Reward Giver: Vassar [Sardelac Sanitarium]
Difficulty and Comments: none
---
The Way of the Geomancer [Elementalist Only] [rof8]
---
Quest Starter: Kendrick Redstaff [Serenity Temple]
Objective: Kill ten hulking stone elementals.
Reward: 500xp
Reward Giver: Kendtrick Redstaff [Serenity Temple]
Difficulty and Comments: Make sure to keep any scorched lodestones which drop,
you will need them for the next quest.
---
The Geomancer's Test [Elementalist Only] [rof9]
---
Quest Starter: Kendrick Redstaff [Serenity Temple]
Objective: Take three scorched lodestones to of the three earth shrines around
the massive crystal in the pockmark flats. A Stone Golem will appear, kill it.
Reward: 500xp, Magnetic Aura - Earth Attunement
Reward Giver: Kendrick Redstaff
Difficulty and Comments: If Devona, or other enemies kill the Stone Golem you
will not get credit.
----
Caravan in Trouble [rof10]
----
Quest Starter: Cynn [Eastern Frontier]
Objective: Help Cynn and Mhenlo save the Merchant Caravan. Cynn is located in
the Eastern Frontier next to the exit into the Pockmark flats.
Reward: 250xp
Elementalist - Fireball
Mesmer - Phantom Pain
Monk - Smite
Necromancer - Shadow of Fear
Ranger - Lightning Reflexes
Warrior - Hamstring
Reward Giver: Laris Dankworth [Pockmark Flats]
Difficulty and Comments: Wow... new quest... so easy. Walk into the Pockmark
flats after getting it from Cynn, kill about six storm riders and you win.
-------------------------------------------------------------------------------
Northern Shiverpeaks
-------------------------------------------------------------------------------
The Northern Shiverpeaks pose the first legitimate challenge in the game.
Groups are now mixed together with multiple caster types and physical
attackers. Disruption skills will become a great asset at this point in the
game. The main shopping town, Yak's Bend, will have different types of armor
available for most classes, but the defense is the same as it was in Ascalon
City. The other outposts are the Ice Tooth Cave and Beacon's Perch. The
mission towns are the Borlis Pass and The Frost Gate.
1. Missions
Borlis Pass [mis5]
Frost Gate [mis6]
2. Yak's Bend Quests
The Way is Blocked [nspy1]
The Road to Borlis Pass [nspy2]
The Shiverpeak Stragglers [nspy3]
The Missing Artisan [nspy4]
Helping the Dwarfs [nspy5]
Oswalt's Epitaph [nspy6]
Minaar's Trouble [nspy7]
Minaar's Worry [nspy8]
Iron Horse War Machine [nspy9]
The Wayward Monk [Monk Only] [nspy10]
The Stone Summit Champion [Mesmer Only] [nspy11]
Renegade Necromancer [Necromancer Only] [nspy12]
A Heart of Ice [Elementalist Only] [nspy13]
Securing the Vale [Warrior Only] [nspy14]
Stone Summit Beastmasters [Ranger Only] [nspy15]
3. Beacon's Perch Quests
Hungry Devourer [nspb1]
The Deserters [nspb2]
To Kryta: Refugees [nspb3]
To Kryta: The Ice Cave [nsbp4]
To Kryta: Journey's End [nsbp5]
-------------------
1. Missions
-------------------
----
Borlis Pass [mis5]
----
Objective: First grab the torch and follow the road lighting the seven storm
beacons. Give to torch to Gate Guard Tolis. Now, you will need a keg of
Dwarven powder to blast open their base. You can kill the nearby engineers for
moral boosts. For the main mission, you need to open the nearby door, this
time with a lever. When you reach this door, continuing south will run you
near the bonus. When you go through the door, continue on the path and kill
everything there. You'll eventually come to a closed door, once the nearby
enemies are defeated it will open. Talk to Prince Rurik inside. Now, take the
new torch and follow the friendly dwarfs. There are three more beacons at the
top of the hill. Light them and the mission is done!
Bonus: You have run beyond the door with a lever. There is a keg of powder
deposit again. Nearby are two doors, one which holds Rornak Stonesledge
prisoner. Blast the door open. Talk to him, it will activate the bonus. Now,
get another keg and drop it in his cell where the fence and snow meet. The
snow wall will shatter. Follow the caves killing the dryders. To complete the
bonus, you need to kill the Ice Drake, Whiskar Featherstrom, and the nearby
dryders.
----
Frost Gate [mis6]
----
Objective: Prince Rurik is escorting Ascalon Settlers to Kryta. But, he has
been pinned down by Stone Summit Catapults. You need to defeat the Engineers
of these catapults to allow passage. After the second catapult, you will enter
an ice cave. Turn left to do the bonus [see below], or head straight
[southwest], to continue the real mission. Cross the bridge and take out the
engineers. Then continue and kill the nearby boss. There will be a cinematic.
Continue on the path Rurik tells you to and use the gear lever on the lever
mechanism. After a short amount of time it will open. In the next area there
are three similar devices you must use the lever on. Each time you use one,
the doors on the sides will open and enemies will POUR in. To combat this,
first kill all the enemies in the area, then use the lever on all three as fast
as you can. It helps to do the furthest lever mechanism first. Once you have
them all active, you should have a slew of guys attacking you. You'll need to
survive for a minute or two while the mechanisms turn. You may wish to
backtrack and stand still until the mission is won.
Bonus: Not to far in the cave, you will again find Rornak Stonesledge has been
captured. This time, he wants you to steal some war plans. When you talk to
him, he will follow you. Head out of the ice caves to the south. When you
reach a bridge being bombarded by catapult fire, head to the northwest ramp
leading down. Follow this path. There are several dolyak's here, so this will
be quite tough. Once the area is clear, lead Rornak to the catapult. He will
fix it. Fire it and it will blow up some doors. Head back to the bridge,
cross it. If you kill everything here, you will continue the mission.
Instead, kill what is close and head into the door to the east, kill the Ice
Golems and Stone Summit, open the chest to get the secret siege weapon plans.
Head back to Rornak with them to complete the bonus.
-------------------
2. Yak's Bend
-------------------
You are taken to Yak's Bend immediately after completing the Nolani Academy
Mission, however, you can reach this by running to it as well. Yak's bend
offers new armor, though arguably no better than Ascalon City's armor as well
as a skill trainer, Captain Osric.
----
The Way is Blocked [nspy1]
----
Quest Starter: Captain Osric [Yak's Bend]
Objective: Kill Inar Frostbite, the Stone Summit leader of this area. He is
standing not too far outside of the Borlis Pass.
Reward: 500xp
Reward Giver: Beccum Reedly [Borlis Pass]
Difficulty and Comments: This quest and the Road to Borlis Pass should be done
together. Perhaps try doing Shiverpeak stragglers while doing this.
----
The Road to Borlis Pass [nspy2]
----
Quest Starter: Captain Osric [Yak's Bend]
Objective: Defeat all the Stone Summit patrols between Yak's Bend and the
Borlis Pass.
Reward: 500xp
Reward Giver: Captain Osric [Yak's Bend]
Difficulty and Comments: This quest and the Way is blocked should be done
together. Perhaps try doing Shiverpeak stragglers while doing this.
----
The Shiverpeak Stragglers [nspy3]
----
Quest Starter: Captain Osric [Yak's Bend]
Objective: Find Elsa Alston and escort her back to Yak's Bend.
Reward: 500xp
Reward Giver: Captain Osric
Difficulty and Comments: Elsa has a death wish. She will attack anything
nearby. While hard to do, clear as much of the road before getting on her
screen. Once you can see her, some ice golems and stone summits will veer off
course to defeat her.
----
The Missing Artisan [nspy4]
----
Quest Starter: Tabor Woolridge [Yak's Bend]
Objective: Artisan Rudger has not produced the goods Tabor paid him for. Find
him and find out what is going on.
Reward: 500xp
Reward Giver: Artisan Rudger [Ascalon Foothills]
Difficulty and Comments: Do this quest when you do Oswalt's Epitaph, as they
end almost directly next to each other. The Ascalon Foothills house many
hydras. They can deal a load of fire damage, but their meteor spell has a
rather long cast time and can easily be interrupted by a variety of skills.
----
Helping the Dwarfs [nspy5]
----
Quest Starter: Grand Mason Stonecleaver [Yak's Bend]
Objective: Find Rangil Ironbow in the northwest corner of Traveler's Vale.
Reward: 250xp
Reward Giver: Rangil Ironbow [Traveler's Vale]
Difficulty and Comments: This is actually quite hard to walk the first time.
Try to pull some groups, it's easy to get overwhelmed.
You get skills just for taking up this quest:
Elementalist - Gale
Mesmer - Mantra of Frost
Monk - Remove Hex
Necromancer - Suffering
Ranger -
Warrior - Protector's Strike
----
Oswalt's Epitaph [nspy6]
----
Quest Starter: Elsa Alston [Traveler's Vale]
Objective: Search for an unmarked headstone. Inscribe Elsa's words onto it.
Oswalt's ghost will appear.
Reward: 500xp
Reward Giver: Ghost of Oswalt Alston [Ascalon Foothills]
Difficulty and Comments: Do this quest at the same time as The Missing Artisan.
----
Minaar's Trouble [nspy7]
----
Quest Starter: Rangil Ironbow [Traveler's Vale]
Objective: Find Minaar Stonesledge in the Iron Horse Mine and escort him to
Traveler's Vale safely.
Reward: 500xp
Reward Giver: Rangil Ironbow
Difficulty and Comments: The first of three rather annoying quests which sends
you to the same place over and over.
----
Minaar's Worry [nspy8]
----
Quest Starter: Rangil Ironbow [Traveler's Vale]
Objective: Kill Ore Darkwhip in the Iron Horse Mine's and return the war
machine plans he drops to Rangil.
Reward: 500xp
Reward Giver: Rangil Ironbow
Difficulty and Comments: You might say... boy, I could have killed this thing
while doing the last quest. As of current, you could not. Ore Darkwhip simply
doesn't spawn if you or someone in the party does not have the quest active.
----
Iron Horse War Machine [nspy9]
----
Quest Starter: Rangil Ironbow [Traveler's Vale]
Objective: Destroy the war machine by destroying the nine levers which control
it with nearby Dwarven explosives
Reward: 500xp
Reward Giver: Rangil Ironbow
Difficulty and Comments: I find it odd how the Stone Summit leave explosives
near all of their important establishments.
----
The Wayward Monk [Monk Only] [nspy10]
----
Quest Starter: Van the Warrior [Yak's Bend]
Objective: Escort Cynn to the Iron Horse Mine and find Brother Mhenlo.
Reward: 350xp, Vigorous Spirit, Pacifism
Reward Giver: Brother Mhenlo [Iron Horse Mine]
Difficulty and Comments: Easy quest, do it while doing either of the first two
Minaar's quests.
----
The Stone Summit Champion [Mesmer Only] [nspy11]
----
Quest Starter: Sebedoh the Mesmer [Yak's Bend]
Objective: Defeat Ulrik the Undefeated in Traveler's Vale.
Reward: 350xp, Fragility - Power Spike - Channeling
Reward Giver: Sebedoh the Mesmer
Difficulty and Comments: none
---
Renegade Necromancer [Necromancer Only] [nspy12]
---
Quest Starter: Necromancer Morgan [Yak's Bend]
Objective: Find Verata in the Travelers Vale.
Reward: 350xp, Necrotic Traversal, Defile Flesh, Well of Blood
Reward Giver: Necromancer Morgan
Difficulty and Comments: Kill the Verata minions on your way to him. When you
reach him, Verata will run off giving you an idle threat.
---
A Heart of Ice [Elementalist Only] [nspy13]
---
Quest Starter: Howland the Elementalist [Yak's Bend]
Objective: Find Greplack Froststaff and obtain the Heart of Ice
Reward: 350xp, Whirlwind, Ward Against Foes, Ice Prison
Reward Giver: Howland the Elementalist
Difficulty and Comments: Just run up to him and kill the nearby Ice Golems. He
will give you the Heart of Ice after initially saying that he would not.
----
Securing the Vale [Warrior Only] [nspy14]
----
Quest Starter: Van the Warrior [Yak's Bend]
Objective: Scout out enemy activity at three different checkpoints.
Reward: 500xp, Swift Chop - Irresistible Blow - Seeking Blade
Reward Giver: Van the Warrior
Difficulty and Comments: Although you only have to "scout", you will probably
end up killing half of the enemies in the traveler's vale.
----
Stone Summit Beastmasters [Ranger Only] [nspy15]
----
Quest Starter: Artemis the Ranger [Traveler's Vale]
Objective: Defeat Thorgrim the Beastlasher in the Iron Horse Mine
Reward: 350xp, Whirling Defense - Winter - Call of Protection
Reward Giver: Artemis the Ranger
Difficulty and Comments: Artemis is only level 2, and as such is often times
dead when you get to where she would be. If this happens, simply zone into the
mines and then back out. The Beastmasters can be a bit overwhelming when they
all go giant stomping. Try to distracting shot at least one of them so you are
not spending the entire battle sitting on your butt in the cold snow.
-------------------
3. Beacon's Perch
-------------------
Beacon's Perch has two exits. The one you want to use to progress the game is
into the Deldrimor Bowl. Exiting into Lornar's Pass will set you up against
level 20+ monsters. If you manage to make it to the next town, you will in
effect have skipped half the game. However, as this is virtually impossible
without;
1) getting run to it by someone for a fee
2) miraculously killing everything on the way there
3) Somehow running there on your own.
This is a common way to get to Droknar's Forge, the first town with the maximum
defense armor. For your first play through though, avoid Lornar's pass
entirely.
----
Hungry Devourer [nspb1]
----
Quest Starter: Master Saberlin [Beacon's Perch]
Objective: Feed Old Mac's pet, Joe, 10 succulent Juniper Meats.
Reward: 500xp
Elementalist - Lightning Strike
Mesmer - Shatter Enchantment
Monk - Divine Spirit
Necromancer - Rotting Flesh
Ranger -
Warrior - Flurry
Reward Giver: Master Saberlin
Difficulty and Comments: Sometimes this quest claims you only need to feed him
0 more, when you have not given him any. Other times you need to feed him 4
million more. Oh well, I have never seen it mess up the quest. One more note,
you must feed them all to Joe in one visit to the Deldrimor Bowl, the number
resets up to ten should you exit the area.
----
The Deserters [nspb2]
----
Quest Starter: Master Saberlin [Beacon's Perch]
Objective: Kill the Deserters before word spreads and causes unrest.
Reward: 500xp
Elementalist - Ice Spear
Mesmer - Inspired Hex
Monk - Balthazar's Spirit
Necromancer - Strip Enchantment
Ranger -
Warrior - Bonetti's Defense
Reward Giver: Master Saberlin
Difficulty and Comments: You can get Mhenlo, Devona and Cynn as an escort for
this quest if you walk up to them after taking it on. You must complete The
Hungry Devourer to get this quest.
----
To Kryta: Refugees [nspb3]
----
Quest Starter: Master Saberlin [Beacon's Perch]
Objective: Eliminate the Centaur Patrols along the road.
Reward: 500xp
Reward Giver: Ranger Olson [Deldrimor Bowl]
Difficulty and Comments: Easy quest, once done, most of the centaurs will be
gone from this area any subsequent time you go through.
----
To Kryta: The Ice Cave [nsbp4]
----
Quest Starter: Master Seeker Nathaniel [Griffin's Mouth]
Objective: Follow the Marks of Aidan until you reach Aidan. Kill any Snow
Ettin's around him as well.
Reward: 500xp
Reward Giver: Aidan [Griffin's Mouth]
Difficulty and Comments: Don't make any wrong turns, it may wind up being your
last. Snow Ettin's pile up in a hurry here.
----
To Kryta: Journey's End [nsbp5]
----
Quest Starter: Aidan [Griffin's Mouth
Objective: Deliver the Letter to Ambassador Braun [Scoundrel's Rise], then see
Witness Casori [Gates of Kryta] for safe harbor.
Reward: 500xp
Reward Giver: Witness Casori [Gates of Kryta]
Difficulty and Comments: The Hardest part is remembering to talk to Ambassador
Braun when you enter Scoundrels Rise.
-------------------------------------------------------------------------------
Kryta
-------------------------------------------------------------------------------
Kryta is the most beautiful place still standing on Tyria. The entire area was
saved from the Charr by Saul D'Alessio's faith. He, himself, died in a Charr
ambush and now Confessor Dorian continues his leadership. Kryta has three
missions and several towns. The most notable is Lion's Arch, either the most
or second most heavily visited town in the game. The armor in all Kryta towns
is better than the stuff you picked up in Ascalon City, though not by much. If
you can get by without buying any, do so. There are a few Kryta Villages which
are not actually towns on the world map, but have a fair share of quests in
them.
1. Missions
Gates of Kryta [mis7]
D'Alessio Seaboard [mis8]
Divinity Coast [mis9]
2. Lion's Arch/North Kryta Province Quests
Report to the White Mantle [kla1]
The Villainy of Galrath [kla2]
Orrian Excavation [kla3]
Merchant's Plea [kla4]
The Weaver of Nebo [kla5]
Duties of a Lionguard [kla6]
The Ascalon Settlement [kla7]
The Last Hog [kla8]
Reversing the Skales [kla9]
Blankets for the Settlers [kla10]
Bandit Trouble [kla11]
Graven Images [kla12]
Malaquire's Test [kla13]
3. Beetletun/Bergen Hot Springs/Nebo Village Quests
The Hot Springs Murders [kbb1]
The Undead Hordes [kbb2]
-------------------
1. Missions
-------------------
----
Gates of Kryta [mis7]
----
Objective: Run to the nearby village and clear the gates of undead. Enter the
village and talk to Justicar Torlimo to get the whereabouts of Justicar
Hablion. Find him. He will ask you to help clear the swamp of undead. Do so,
defend the high ground as best you can, than charge in to finish off the
remaining few. Justicar Hablion must survive.
Bonus: At the very start of the mission, make a left turn and talk to the pig
Oink. He will follow you. Oink can not be hurt by anything, so feel free to
use him as a tank. When you reach the town, you will see a kid talking about
losing his pig. When Oink is near, the kid will be happy. Next to him is a
historian. Talk to him to activate the bonus. You will need to find the
Orrian Texts and translate them. If you look at the map, they lie in a chest
in the innermost inlet of the river. When you get it, smoke phantoms will
attack you, three groups of three in all. They use lightning and do mega
damage. Return the text to the historian [apparently you are well versed in
the Orr language and had enough time to translate them while fighting for your
life. Bonus complete!
----
D'Alessio Seaboard [mis8]
----
Objective: After a few packs of enemies you will reach a village under attack
from the undead. You will need to kill all of the undead here to advance the
level. In town is Benji Makala, provided you keep him alive until the town is
cleared you can do the bonus. If you take the bonus, exit town north, if not,
exit town west. Eventually the path will lead you to Confessor Dorian. He
will be under attack from undead when you arrive. Undead will continue to pour
in from both sides for about ten minutes. Keep Dorian alive. Once done, the
quest log will update, talk to Dorian. Exit the Temple of Tolerance to the
southwest and continue until you find Dinas. Kill the nearby enemies and talk
to him, Mission complete.
Bonus: If you kept Benji alive, activate the bonus from him and use the gate on
the north end of the village to exit the village. Going this way will
eventually take you to another closed gate. Nearby this gate is a Melandru
offering. The offering must be held, if it is dropped, it breaks. However,
you can run all the way back to the place you got it to get another. You may
wish to just leave it until you are done defending Confessor Dorian. Either
way, once Dorian is safe, rather than continue the mission, head northwest out
of town and follow the ettin filled path until you reach the other Melandru
Offering, which is actually located directly west of the first one, but
separated by a mountain. Place the offering on the pedestal to complete the
bonus.
* = Remember, if Benji dies, his brother will not open the gate for you and you
will not be able to do the bonus.
----
Divinity Coast [mis9]
----
Objective: Head to the town of Shaemoor. Talk to Justicar Hablion. He will
discuss that you need to take the Eye of Janthir around the area to see if
certain people are chosen. You will drop it off in Loamhurst. However, first,
you need to be cleansed! Exit town southeast and make your way up to the
cleansing area. Once you are cleansed, head back to Hablion and get the Eye.
Exit town to the west when you are ready. You do not actually have to see if
anyone is chosen, that is the bonus. Just follow the rather linear path all
the way to Loamhurst if you do not intend to do the bonus. If you do, read
below, as the bulk of this mission is the bonus. In town is a Blue light
shining up from the ground with several villagers near it, bring the eye there
to complete the mission.
Bonus: The first chosen is standing a bit northwest of Hablion in town. All
five chosen must arrive in Loamhurst alive, so take care of them. Once you
cross a long high bridge, the second chosen is the one villager who stays to
fight the tengu. This is probably the hardest one to initially save. Talk to
him to actually activate the bonus and make sure he follows you. The third
chosen is to the southeast of this one. There is a small road leading there.
This one also has a tendency to get attacked. Head back to where you got the
second chosen and head west. You will soon come to another small outpost.
Several merchants are under attack. None of them are important, however, the
final villager on the road continuing to head west is another chosen. You
should have enough time to get to him as the merchant in front of him often
holds off the tengu for a while. That's four, the fifth is actually back a
ways. Head down the road you just came a bit east and turn south the first
chance you get. The final villager is just a bit this way. He sometimes is
under attack from Gypsie Ettin's. Now, you should have five villagers chasing
you. Head back to where you got the fourth one and follow the road northwest.
This road will eventually bring you to Loamhurst. There is a lot of poison
here, try to keep the villagers out of it. If they just walk through it, they
are generally smart enough to use a healing signet when they get low on health.
When you finally reach Loamhurst, talk to Lionguard Minah for the bonus. You
MUST do this BEFORE bringing the eye to its destination in town. Note: Your
party shares gold for doing this bonus.
-------------------
2. Lion's Arch/North Kryta Province Quests
-------------------
----
Report to the White Mantle [kla1]
----
Quest Starter: Armen the Guide [Lion's Arch]
Objective: Head to the D'Alessio Seaboard and deliver a report to Mantle Knight
Karriya
Reward: 500xp
Reward Giver: Mantle Knight Karriya [D'Alessio Seaboard]
Difficulty and Comments: none
----
The Villainy of Galrath [kla2]
----
Quest Starter: Firstwatch Sergio [Lion's Arch]
Objective: Kill Galrath near the Wizard's Tower
Reward: 4000xp
Reward Giver: Firstwatch Sergio
Difficulty and Comments: Possibly the hardest quest in the game if you do it
when you get it. Highly unrealistic you will do this now. If you wish to,
leave from the Bergen Hot Springs and Head to the temple of the ages. If you
leave from the temple, you will have the advantage of level 15 henchmen and an
eight person party. The Verata enemies near Galrath are a true pain, it is
recommended to have someone be a sacrifice so everyone else can rush Galrath,
who is surrounded by severely under leveled bandits.
----
Orrian Excavation [kla3]
----
Quest Starter: Magi Malaquire [Lion's Arch]
Objective: Collect 5 Orrian tablet shards
Reward: 400xp
Reward Giver: Magi Malaquire
Difficulty and Comments: They fixed this quest, so if you do it in a party you
won't have to do it fifteen times!
----
Merchant's Plea [kla4]
----
Quest Starter: Bodrus the Outfitter [Lion's Arch]
Objective: Take the strongbox to Captain Greywind
Reward: 500xp
Reward Giver: Captain Greywind [North Kryta Province]
Difficulty and Comments: Do this along with the Ascalon Settlement
----
The Weaver of Nebo [kla5]
----
Quest Starter: Jiaju Tai [Lion's Arch]
Objective: Etham the Artisan ripped off our good friend, head to the Nebo
Village to find out why!
Reward: 500xp
Reward Giver: Etham the Artisan [Nebo Terrace]
Difficulty and Comments: none
----
Duties of a Lionguard [kla6]
----
Quest Starter: Lionguard Riddick [North Kryta Province]
Objective: Talk to Miraba
Reward: 500xp
Reward Giver: Miraba [North Kryta Province]
Difficulty and Comments: none
----
The Ascalon Settlement [kla7]
----
Quest Starter: Damaris [North Kryta Province]
Objective: Lead Mhenlo, Aidan, Cynn and Devona to Captain Greywind in the
Ascalon Settlement
Reward: 500xp
Elementalist - Lightning Orb
Mesmer - Wastrel's Worry
Monk - Heal Other
Necromancer - Enfeeble
Ranger -
Warrior - Final Thrust
Reward Giver: Captain Greywind [North Kryta Province]
Difficulty and Comments: Do this while you do Merchant's Plea
----
The Last Hog [kla8]
----
Quest Starter: Farmer Dirk [North Kryta Province]
Objective: Find the prize winning hog and run it back to Farmer Dirk
Reward: 500xp
Elementalist - Gale
Mesmer - Leech Signet
Monk - Life Attunement
Necromancer - Blood Ritual
Ranger -
Warrior - Staggering Blow
Reward Giver: Farmer Dirk
Difficulty and Comments: Once you talk to the Hog, Ettin's will come two at a
time for quite a while to try and disrupt you.
----
Reversing the Skales [kla9]
----
Quest Starter: Captain Greywind [North Kryta Province]
Objective: Find out what is the cause of the undead movement... then of course
kill it.
Reward: 500xp
Reward Giver: Captain Greywind
Difficulty and Comments: The Executioners which escort Lord Timot are very
deadly, take every precaution when fighting them. It helps to clear the area
of Mergoyles and Bog Skales before hand. If Lord Timot reaches the Gates of
Kryta you will have to do the mission again.
----
Blankets for the Settlers [kla10]
----
Quest Starter: Captain Greywind [North Kryta Province]
Objective: Trade the weapons from Greywind to Etham the Artisan for Blankets
and give them to Captain Greywind.
Reward: 500xp
Reward Giver: Captain Greywind
Difficulty and Comments: none
----
Bandit Trouble [kla11]
----
Quest Starter: Miraba [North Kryta Province]
Objective: Tell Mantle Knight Karriya about the Bandit's. Return to Miraba
once you have told Karriya.
Reward: 500xp
Reward Giver: Miraba
Difficulty and Comments: Do this while doing Report to the White Mantle.
----
Graven Images [kla12]
----
Quest Starter: Archivist Ithimar [North Kryta Province]
Objective: Protect him from the four waves of nightmares
Reward: 600xp
Elementalist - Inferno
Mesmer - Mantra of Lightning
Monk - Dwayna's Kiss
Necromancer - Dark Aura
Ranger -
Warrior - Axe Twist
Reward Giver: Archivist Ithimar
Difficulty and Comments: Easy quest, make sure to clear out the nearby bog
skales before starting. There is no pausing, so you may run low on energy by
the last wave.
----
Malaquire's Test [kla13]
----
Quest Starter: Magi Malaquire [North Kryta Province]
Objective: Successfully snag a skill using a Signet of Capture
Reward: 500xp, Signet of Capture
Reward Giver: Magi Malaquire
Difficulty and Comments: Use it on whatever, you can buy them from Quarrel
Falls among other places later in the game. You get a Signet of Capture both
for taking this quest, and another for finishing it.
-------------------
3. Beetletun/Bergen Hot Springs/Nebo Village Quests
-------------------
----
The Hot Springs Murders [kbb1]
----
Quest Starter: Inspector Caleb [Nebo Terrace]
Objective: Get witness testimonies from the four witnesses to the murders who
are in the Bergen Hot Springs. Report back to Caleb with them. Then give them
to Inquisitor Gilead.
Reward:
Elementalist - Grasping Earth
Mesmer - Illusion of Weakness
Monk - Mend Ailment
Necromancer - Blood of the Master
Ranger - Bestial Pounce
Warrior - Counter Blow
Reward Giver: Inquisitor Gilead [Nebo Terrace]
Difficulty and Comments: Pretty fishy.....
----
The Undead Hordes [kbb2]
----
Quest Starter: Elder Hezron [Beetletun]
Objective: Stop the undead armies from reaching Beetletun.
Reward: 500xp
Elementalist - Water Attunement
Mesmer - Inspired Enchantment
Monk - Holy Veil
Necromancer - Plague Touch
Ranger - Symbiosis
Warrior - Gryphons Sweep
Reward Giver: Elder Hezron
Difficulty and Comments: This quest is extremely fun. It also poses a good
challenge. The drops have unfortunately been nerfed thanks to excessive
farming.
-------------------------------------------------------------------------------
Maguuma Jungle
-------------------------------------------------------------------------------
The jungle is your typical rebel hiding place. Everything is spread out and in
the middle of no where. The armor here is decent, however, the collector armor
is substantially better than what you can buy. Most of the collectors for it
are right next to town [or in it] and the collector's wish list items fall
frequently. The storyline seems messed up in the jungle though, frequently
assuming you have done a quest which you may not have already done.
1. Missions
The Wilds [mis10]
Bloodstone Fen [mis11]
Aurora Glade [mis12]
2. Druid's Overlook Quests
A Brother's Fury [mjdo1]
Eye for Profit [mjdo2]
Mysterious Message [mjdo3]
Wisdom of the Druids [mjdo4]
3. Quarrel Falls Quests
The Price of Steel [mjqf1]
White Mantle Wrath: Demagogue's Vanguard [mjqf2]
4. Ventari's Refuge Quests
White Mantle Wrath: A Helping Hand [mjvr1]
Urgent Warning [mjvr2]
Dropping Eaves [mjvr3]
Blood and Smoke [mjvr4]
5. Henge of Denravi Quests
Passage through the Dark River [mjhd1]
-------------------
1. Missions
-------------------
----
The Wilds [mis10]
----
Objective: You need to follow the Shining Blade through the jungle. There are
many Maguuma spiders and moss spiders standing in your way though. After the
first entangling roots, head straight ahead at the 3 way split. The other two
paths lead to the bonus [see below]. After the cinematic, follow the Shining
Blade Scout through the Maguuma along the main path. When you reach some
water, take the right path and turn right as soon as you can into a legion of
Maguuma spiders. Eventually, you will come to another cinematic. Spiders will
drop in groups of three, you need to kill all eight and the boss. I don't
think they can actually killed the chosen [as they're all corpses already], but
do not take any chances. Mission complete!
Bonus: After the first entangling roots, there will be three paths to choose
from. The middle path continues the mission. Either the left or right lead to
the start of the bonus. I prefer the right path. Follow it until you see two
centaurs. Stand nearby, but outside of the agro circle. They will start to
talk. Listen. When the bonus activated message comes up, kill them and take
the nearby vine seed. Head back to the middle path from before and continue
the mission. After the movie, hang to the right side and fight through the
Maguuma. There is a path to the east which dead ends with a glowing green dot
on the ground. Drop the Vine Seed here. Cross the bridge and head south.
There are a tone of Maguuma as well as four bosses here. You only need to kill
two of them: Horm Frostrider and Ramtha Brokenhoof. This is one of the harder
bonuses due to the closeness of the enemies. Bonus done!
----
Bloodstone Fen [mis11]
----
Objective: Follow the linear trail to Saidra. Talk to her and get a Vine Seed.
Drop it on the green spot just in front of her and cross the newly formed
bridge and continue to follow the only real path. Eventually you'll reach a
place with five Vine Seed Flowers. To do the bonus, grab one and read below.
Otherwise, Grab one and use it just up the spiral mountain. Grab another and
use it on the next green dropping point just ahead. Follow the only path and
talk to Blade Scout Ryder. Continue on the path. When you reach a fork, head
left and get two vine seeds. Head back the other way and use them at the next
two green dots to make bridges. Keep on the only path until the cinematic. Now
there are only six white mantle and Hablion to go. While fighting on the
bloodstone, resurrection skills take four times as long to use, be aware of
this. When Hablion falls you will win.
Bonus: When you reach the first place with three Vine Seed Flowers, grab one
and head back the way you came until a fork. Head on the western most of the
two paths. When you reach a tree trunk looking altar, drop the seed on it and
it will spawn a Druid. Listen to him babble for a bit. A bridge will spawn.
You will need to get this Druid and three others two an altar further along.
While you do this, you CAN NOT KILL any jungle guardians. Should you, the
bonus will fail and you will be greeted by some rather challenging enemies.
There are more Vine Seed Flowers in the area with the other three altars.
Follow the first Druid there, but try not to let him get stuck. Once you have
all four Druids on the big altar, the Elder Druid will appear. Talk to him for
the Bonus. Head back to the Vine Seed Flower you got the Vine Seed from to
spawn the first Druid.
----
Aurora Glade [mis12]
----
I strongly suggest using my Aurora Glade Map for doing this mission.
Objective: After weaving around the endless circles, you'll wind up by two
thorn pedestals, kill the boss and a druid will appear. Talk to it, grab the
Rune Crystal and run it to the other pedestal. Continue on the path, which is
now opened. For directions, I will refer you to a map for this level... When
you reach a point where you can see another pedestal at the fork in the road,
the left leads to the bonus [actually, they both do]. The right goes to the
mission, Now, talk to the druid to put another Rune Crystal on the pedestal.
This time, you will need to attune two different pedestals. Do NOT do them
both until you are ready though, as it will activate the next part. The next
part has three pedestals. If your team controls all three, a cinematic will
appear. If the White Mantle control all three, you lose. They start out
controlling one. You must run crystals to them to attune them for you, while
preventing their crystal carrier from taking control of them. If you are doing
the bonus, this gets more complex. See below. Okay, so you now have attuned
all three pedestals. You will be teleported below. Down here, just follow the
again linear path until you reach the Henge Guardian. Kill it, Mission
complete.
Bonus: So, you took either one of the roads. There are many White Mantle and an
NPC named Less Longbow. Make sure he survives. When everything around him is
dead he will speak of a Demagogue. Continue on to the main mission for now.
Now, you've arrived at the three pedestals. You want to make sure you always
control one, preferably two. Here's the trick, take the north one at the
start, When the White Mantle take the east one, immediately take it back.
Now, the White Mantle will ONLY focus on the east one so long as they do not
control it. Just kill the crystal carrier time and time again and slowly
reduce their army. Once it is gone, head into their "base" and kill the
Demagogue. Bonus complete. Attune the final pedestals to advance the main
mission.
-------------------
2. Druid's Overlook Quests
-------------------
----
A Brother's Fury [mjdo1]
----
Quest Starter: Trader Versai [Druid's Overlook]
Objective: Justicar Thommmis' brother has been killed. He wants to know why.
Seek out the three rangers in the area to find out more. They speak of the
Rebels who took the chosen and the difficulty in tracking them.
Reward: 500xp
Reward Giver: Witness Giselle [The Wilds]
Difficulty and Comments: This quest is designed to get you over to the Wilds,
the next mission. You will talk to several people and face little opposition
getting into town.
----
Eye for Profit [mjdo2]
----
Quest Starter: Trader Versai [Druid's Overlook]
Objective: Find Grahm in the Sage Lands. He will have a task for you which
involves running clear across to the other side of the area and killing a boss.
Take the Lilac Eye, which Gale Stormsend drops back to Trader Versai.
Reward: 500xp
Elementalist - Air Attunement
Mesmer - Hex Breaker
Monk - Smite Hex
Necromancer - Dark Bond
Ranger -
Warrior - Axe Rake
Reward Giver: Trader Versai
Difficulty and Comments: Hardest quest of the area. The combination of Maguuma
spider poison/cripple and storm eyes counter spells can take down a party if
they charge in too fast. Move slowly, spiders like to come down after you've
run by them, thus pincering you.
----
Mysterious Message [mjdo3]
----
Quest Starter: Envoy Ero [Druid's Overlook]
Objective: Drop a message into a Hollow log in the Mamnoon Lagoon. Find Alari
Doubleblade in the Silverwood.
Reward: 500xp
Elementalist - Stone Daggers
Mesmer - Ethereal Burden
Monk - Healing Seed
Necromancer - Well of Suffering
Ranger -
Warrior - Pure Strike
Reward Giver: Alari Doubleblade [Silverwood]
Difficulty and Comments: clearly, this quest is out of place in the game. You
have not yet learned of the White Mantle treachery, yet this quest leads you to
an area which assumes you do. That town gives more quests under the assumption
the White Mantle are evil. Strange. Also, this quest takes you through a
large amount of wind riders.
----
Wisdom of the Druids [mjdo4] (Thanks to Rico Liu for informing me of quest)
----
Quest Starter: Avatar of Dwayna [Druid's Overlook]
Objective: Listen the druids perform their ritual so you can better understand
things which mortals don't understand.
Reward: 500xp
Reward Giver: Ancient Druid Spirit [Sage Lands]
Difficulty and Comments: This quest requires the favor of the gods to activate.
When you reach the marked spot on the map, you will be amazed to find...
nothing! Kill the several waves of spiders which appear and eventually the
Druids will too. They'll talk forever, They remind me of the Bear hunters in
Pre-searing with the way they talk.
-------------------
3. Quarrel Falls Quests
-------------------
----
The Price of Steel [mjqf1]
----
Quest Starter: Alari Doubleblade
Objective: Tell Gareth Quickblade about a lost white mantle patrol. Then
follow a scout and hunt it down. You will need to collect five pieces of their
armor.
Reward: 500xp
Elementalist - Conjure Frost
Mesmer - Arcane Thievery
Monk - Contemplation of Purity
Necromancer - Rend Enchantments
Ranger -
Warrior - Crushing Blow
Reward Giver: Gareth Quickblade [Quarrel Falls]
Difficulty and Comments: A new quest to the game, also kind of easy. In the
event you have not actually done the Wilds yet, it gives a good enough excuse
of why the people of the Jungle would have you fight them. This quest does not
yet work well in groups, unless you want to do it ten times.
----
White Mantle Wrath: Demagogue's Vanguard [mjqf2]
----
Quest Starter: Gareth Quickblade [Quarrel Falls]
Objective: Defeat the three groups of White Mantle in the Silverwood heading
towards Quarrel Falls.
Reward: 500xp
Reward Giver: Councilor Vaylor [Ettin's Back]
Difficulty and Comments: They do not actually come towards Quarrel Falls.
Sometimes they get attacked by the Maguuma too. No one likes the White Mantle,
it seems.
-------------------
4. Ventari's Refuge Quests
-------------------
----
White Mantle Wrath: A Helping Hand [mjvr1]
----
Quest Starter: Councilor Vaylor [Ettin's Back]
Objective: After speaking with Ventari, defeat the 3 squads of White Mantle
outside of his refuge.
Reward: 500xp
Reward Giver: Councilor Vaylor
Difficulty and Comments: none.
----
Urgent Warning [mjvr2]
----
Quest Starter: Vaylor [Ettin's Back]
Objective: Find Gretchen's Scout, Snakebite, just outside of the Aurora Glade,
then go to the Aurora Glade.
Reward: 500xp
Reward Giver: Elder Gretchen [Aurora Glade]
Difficulty and Comments: This quest has no purpose other than to get you to the
next mission.
----
Dropping Eaves [mjvr3]
----
Quest Starter: Deep Root [Ettin's Back]
Objective: Listen in on the conversation of the two White Mantle Agents in the
Reed Bog. Then report back to Deep Root.
Reward: 500xp
Elementalist - Iron Mist
Mesmer - Spirit of Failure
Monk - Rebirth
Necromancer - Death Nova
Ranger -
Warrior - Shield Stance
Reward Giver: Deep Root
Difficulty and Comments: Some damn fine skills come from this quest. Rather
easy too, you'll most likely not have to kill anything if you just run by,
----
Blood and Smoke [mjvr4]
----
Quest Starter: Deep Root [Ettin's Back]
Objective: Seek the knowledge of Dark Oak to find out if he knows anything
about a possible traitor. A scout, Melthoran, just beyond the entrance to the
Reed Bog knows where Dark Oak is.
Reward: 2500xp
Elementalist - Meteor
Mesmer - Spirit Shackles
Monk - Protective Spirit
Necromancer - Barbed Signet
Ranger -
Warrior - "I Will Survive"
Reward Giver: Deep Root
Difficulty and Comments: You're supposed to go to Dark Oak after talking to the
scout, then he'll send you back out to get a Bloody Heart. However, if you
kill Drogo Greatmane first, before going into The Falls he will drop the bloody
heart and you will not have to walk through the Reed Bog area twice, saving a
substantial amount of time.
-------------------
5. Henge of Denravi Quests
-------------------
----
Passage through the Dark River [mjhd1]
----
Quest Starter: Shadow [Henge of Denravi]
Objective: Talk to Old Joness to get passage to cross the Ullen River. Once
across and in Riverside Province, take Evennia's secret orders to Derikk
Deathblade.
Reward: 500xp
Reward Giver: Blade Warrior Derikk [Riverside Province]
Difficulty and Comments: Accepting passage across the river will separate you
from your party as each member needs to talk to him for themselves.
-------------------------------------------------------------------------------
Return to Kryta
-------------------------------------------------------------------------------
I suppose I could have put this in the previous Kryta section, but the chances
of you going to these towns were slim [aside from the Temple of the Ages].
Based on the quest progression, it seems likely the game wants you to reach the
Temple of the Ages from Fisherman's Haven rather than Bergen Hot Springs.
There is not much here, just a pair of missions and a few easy quests.
1. Missions
Riverside Province [mis13]
Sanctum Cay [mis14]
2. Fisherman's Haven Quests
The Royal Papers [rkfh1]
The Lost Princess [rkfh2]
3. Temple of the Ages Quests
The False Gods [rkta1]
-------------------
1. Missions
-------------------
----
Riverside Province [mis13]
----
Objective: Sneak into the temple and steal the Scepter of Orr. Get away to the
northeast with the scepter of Orr. This quest can be done without fighting
much of anything. The escape route is guarded by undead for the most part.
All of the towers can be completely avoided by having one person walk up close.
This will have the effect of the watchtower guards calling the other troops in,
allowing your party to sneak by on the outside. When you reach Dinas you will
get the Scepter of Orr and watch a movie. Open the nearby door and follow the
path to the northeast. Eventually you will reach a boss blocking a bridge. In
theory you are supposed to kill it and run the Scepter of Orr across the
bridge. In reality, if you just walk a bit left of him, the movie will
activate anyway.
Bonus: The bonus is quite a different story. Instead of sneaking around the
entire White Mantle, the bonus has you attack each of the guard towers. First,
you need to defeat the enemies on the first tower. Then head southwest and
talk to Saidra. She will speak of a need to allow supply trains to slip
through the area, which requires the towers be neutralized. There are nine
towers in all, each with about a dozen guys guarding it. This bonus takes a
substantial amount of time, but is not all that hard as long as you do not
attract all twelve of the White Mantle patrolling a tower at a time.
----
Sanctum Cay [mis14]
----
Objective: Grab the Scepter of Orr from Evennia at the docks. Take out the
first few fire imps. When you reach the beach to the south, the bonus is east.
For the main mission, follow the river. Eventually you'll reach another beach.
head east for a while and then back to the south. Cross the poisonous area
with bone dragons and you will eventually come to a fort. In the Southeast
corner of the Fort, the Vizier will appear. Give him the scepter. A movie
will occur. After this, it's a linear road out to the docks. If you are doing
the bonus, see below before getting to the docks. If not, go to the docks.
The Vizier will appear and start summoning a boat. Protect him for a couple
minutes while he summons it, get on. Mission Complete.
Bonus: Escort the Restless Spirit from the beach to the Vizier. Once he has
spoken to the Vizier, take him to his final resting place. This bonus is very
tricky. The spirit is located on the beach near lightning drakes. The problem
is that he is a mere level 10 and the drakes do not particularly like him.
More often than not he is dead before you can get in range to heal him. Thanks
to a patch, the drakes do start farther off [he used to die 99% of the time
before you could get there]. Once you have killed them, talk to him. He will
follow the Scepter of Orr until you reach Vizier Khilbron. Use this to your
advantage. Drop the scepter way back if you are expecting a large battle.
When you reach Khilbron, the main mission movie will start. After it is done,
talk to him again. The spirit will ramble on a bit. When he is done rambling,
talk to him. Now he will follow the party member who talked to him. When you
reach the area of the docks for the main mission, you have two real choices for
how to do both the bonus and the mission.
Three real choices:
1. Sneak by the docks without activating the Vizier and run the ghost to his
grave. However, when you return there will be about a dozen White Mantle
already there, which can be very deadly for Khilbron. This is not recommended
if you do not have a human healer in the party.
2.Defend Khilbron while he summons the boat. When the area is clear, do not
get on and run him to his grave. This is a worse choice than the first because
the restless spirit is only level ten.
3. Have the member the spirit is chasing run him to his resting place and
everyone else defend the Vizier. This option does not work with henchmen.
Once the spirit finds his home, he will be happy and you will get the bonus.
-------------------
2. Fisherman's Haven Quests
-------------------
----
The Royal Papers [rkfh1]
----
Quest Starter: Watchman Arad [Fisherman's Haven]
Objective: Retrieve the Royal Scribe's Papers from a chest in a Tengu
encampment.
Reward: 750xp
Elementalist - Fire Attunement
Mesmer - Mantra of Earth
Monk - Scourge Healing
Necromancer -
Ranger - Concussion Shot
Warrior -
Reward Giver: Watchman Arad
Difficulty and Comments: This quest does not yet work in large human parties.
You will get only one set of papers. I recommend either using henchmen, or
having a runner get the papers and someone zone you back into town, and then
repeating this several times until everyone has them. The papers are supposed
to say who in Kryta may still have royal blood, as the royal family had a
tendency to sleep around and have a few kids. Oddly, Arad gives you a quest
which assumes you have already given him the papers at the exact same time.
----
The Lost Princess [rkfh2]
----
Quest Starter: Watchman Arad [Fisherman's Haven]
Objective: Speak to Salma in the Temple of the Ages. She has royal blood and
may be able to take the throne!
Reward: 500xp
Elementalist - Earthquake
Mesmer - Blackout
Monk - Balthazar's Aura
Necromancer -
Ranger - Edge of Extinction
Warrior -
Reward Giver: Watchman Arad
Difficulty and Comments: According to this, Arad finds of this quest after you
return the papers to him, yet, they can both be activated at the same time.
Weird, eh? She does end up taking the throne, though I wish they had done
something with this storyline wise. It seems unclear as to what she would be
ruling with the White Mantle all over the place.
-------------------
3. Temple of the Ages Quests
-------------------
----
The False Gods [rkta1]
----
Quest Starter: Brother Mizar [Temple of the Ages]
Objective: Defeat Abbot Ramoth and take the litanies of the unseen once you
defeat him. He can be found just outside of the Temple of the Ages in the
Black Curtain
Reward: 750xp
Elementalist - Deep Freeze
Mesmer - Mind Wrack
Monk - Blessed Signet
Necromancer - Demonic Flesh
Ranger - Choking Gas
Warrior - "To The Limit"
Reward Giver: Brother Mizar
Difficulty and Comments: Not a terribly difficult quest, but the bog skales
nearby can stack up on you while fighting to make this a bit of a pain. Also,
this quest is not yet multi-human friendly. The Litanies of the Unseen are
some sort of scripture regarding the hidden gods of the White Mantle. Another
quest item I wish I could read!
-------------------------------------------------------------------------------
Crystal Desert
-------------------------------------------------------------------------------
The desert is the hardest area of the game PvE. Monsters have a great variety
of spells which can annoy you in countless ways. The main purpose in the
desert is to ascend. To do this, you need to do the three missions here [Elona
Reach, Dunes of Despair, and Thirsty River] in any order, and then go to Great
Ritual Priest Zahmut in Augury rock and accept the challenge to fight yourself.
When you beat yourself, you will ascend. After you ascend, the outposts in the
desert offer new quests for changing your secondary profession.
The desert has a new class of creature, wurms. Wurms remain under the sand
until something draws near. They then pop out of the ground knocking down
nearby foes. They do a ton of damage and the knockdown can easily prevent you
from escaping. They will continue to burrow and pop up until they are engaged
in melee combat where they can fight back.
1. Missions
Thirsty River [mis15]
Dunes of Despair [mis16]
Elona Reach [mis17]
Doppelganger [mirror]
Dragon's Lair [mis18]
2. Amnoon Oasis Quests
Sands of Souls [cdao1]
Ancient Secrets [cdao2]
3. Augury Rock Quests
Into the Unknown [cdar1]
Ghostly Vengeance [cdar2]
4. Seeker's Passage Quests
A Belated Betrothal [cdsp1]
The Monk's Path [cdsp2]
The Ranger's Path [cdsp3]
5. Destiny's Gorge Quests
The Forgotten Ones [cddg1]
Forgotten Wisdom [cddg2]
The Mesmer's Path [cddg3]
The Warrior's Path [cddg4]
6. Hero's Audience Quests
The Misplaced Sword [cdha1]
The Elementalist's Path [cdha2]
The Necromancer's Path [cdha3]
-------------------
1. Missions
-------------------
There is no real order for the first three missions, but according to the
storyline they make the most sense to do in this order. Regardless, you must
do all three of these to advance the story.
----
Thirsty River [mis15]
----
Objective: Defeat the six teams of enemies. Before you enter the first
"arena", walk around the desert and kill the five sand giants. Each will give
you a +2% morale boost. When done, head to the ghost. Each team consists of
eight members. Two patrols, a boss and an enemy priest. Every two minutes,
the enemy priest will revive its entire time and they will respawn next to him.
To prevent this, you must be certain to kill the priest before each two minute
mark. However, this does NOT mean charge the priest. For the first area, you
fight just one team. Take out whichever patrol comes nearer to you first.
Start on the second patrol, you should be able to take out most of this one as
well. When the clock gets to 1:25, start hitting the priest. You can wait
longer if you do more damage. Just make sure it is dead before 2:00. After it
falls, take out any remaining enemies. Once they are all dead, the ghost will
open the door which leads to another door, which leads to the second area.
This second area consists of two teams. However, thanks to people using
exploits, the enemies now start further away from the door and their patrol
paths grow increasingly close. In order to combat this, you will basically
need to run through one of the team and then fight it from inside of its lines,
which can be very difficult. If this is simply not an option, take out the two
nearest patrols, but realize they belong to different priests. Anyway, when
you hit 1:25 or so again, take out whichever priest you are near. When it is
dead, finish off the remainder of that particular army's troops. If you're
still under 2:40 or so, take out one patrol from the other team, then, take out
the priest in a mad scramble before the 4:00 mark. If you are not under 2:40
when you kill the first team, just stand around until about 3:45 and then start
a patrol of the other team, though try to avoid killing anything until 4:01.
When both teams are defeated the ghost will again open a door. Follow the path
to the next door. This area has three teams you must fight against.
Once the door is open head right [counterclockwise around this circular area]
and sneak into the room with the first priest. You SHOULD miss the patrols if
you do this immediately. Kill the priest. Then kill the boss, by this point
some of the patrols may come back, but as their priest is dead you do not have
to rush. Once this army is gone, if you're healthily under the 4:00 mark [say,
2:20 or so], go ahead and smack a patrol for the next team on the right
[counterclockwise, still]. This team tends to be hard because the second
patrol does not appear to leave the base most of the time. When you get near
the 3:25 mark, make sure to hit the priest. Chances are you will not finish
off the rest of the army until about 4:45. Just sit tight until 5:40 or so,
and then agro a patrol of the final team. Once the first patrol is dead, try
to take out a couple of guys in the second patrol. When you hit the 7:00 mark
[or 5:00 mark in a good party], go after the priest. He is a real pain to kill
because the boss is a healer. Try to have a Mesmer neutralize the healing of
the boss, while the rest of the party knocks down the priest. Once it is dead,
take out anything else left. You will win once all three groups are dead.
Bonus: The bonus is part of the real mission. You need to complete the bonus
before the King's ghost disappears. Myself and many others are baffled as to
when he disappears, but it does happen. My best estimate is around 12 minutes
for all three timed areas of the mission. If someone could confirm this please
pop me an email.
----
Dunes of Despair [mis16]
----
Objective: Talk to the Ghostly Hero. Now, you need to escort him to a fort
nearby. In your way are four packs of Losaru's. They pose little trouble.
When you get to the last one, you'll see a siege wurm in the distance. It does
considerable damage with compass sized range. Rather than take the long way
all the way around the level to fight it, run up to the ledge which faces the
building just near him. The ghost [assuming it is following you] will lower
the door and you can run up to the wurm then. If you disable the siege skill,
it will be helpless, as it has no other attack. When it is dead, head to the
nearby boss and surrounding enemies. Kill them and a movie will start. At
this point you can attack the fort. Before you do, off to the west is a device
which will slow enemies in its radius when it is dropped. This device is
fairly useless, but some people like to do it to slow one of the attacking
waves in the next part to give them more time. I personally do not find it
worth the three minutes it takes to get. Rather than run the ghost up to the
door, which will in turn open it, have him hold position. Ranged attackers
should be able to take out the four enchanted bows. Once defeated, have the
ghost open the door. Now, just wait here. For the next minute or two,
enchanted swords and hammers will come to you two and three at a time. Once
four waves of them are gone, attack the enemy ghost. [If you wish to do the
bonus my way, please read below, otherwise, continue]. Place your ghost on the
platform. You will need to keep him alive for ten minutes [10:04, actually].
Attackers will come from the three gates to the west, east and south. The
first groups consist of Forgotten Arcanists. After that there is a combination
of Enchanted Bows, Hammers and Swords along with a boss. After a few sets of
waves Siege Wurms will start spawning. They are really annoying, and there
will end up being four or so. Do not even bother killing them. As long as no
one in the party is directly next to the ghost, they can not hit him. Taking
damage over and over from them is a bit annoying, but it is not likely to wipe
out the party.
I advise any monks doing this mission to at least life bond the Ghostly Hero
for this ten minute spot, it can keep him alive much longer if your party is
engaged on the west side of the platform while it gets attacked from the east
or south.
Bonus: Kill the three forgotten generals to the south end of the fort in
another fort. This is actually quite hard if you do it during the mission. My
method is below, though it requires patience:
[THIS STRATEGY NO LONGER WORKS due to the fact the first boss is now an
enchanted instead of a forgotten, thus leaving no body]
Once you enter the fort, and kill the enemy ghost, tell your ghost to hold
still rather than putting him on the platform. Run to a hill near the south
wall, from there, a ranger with a longbow [or any other max range bow] can drag
the three nearby enemies. It is important the boss be killed as close to you
as possible. Now, someone with necrotic traversal teleports to that body [the
enchanted swords do not leave bodies]. Now, that person agros' some burrowed
spiders, and runs them near the hill. Others teleport out. Once you have a
few people out, you can kill the other bosses and swords. It is HIGHLY
recommended you do not kill the final boss, just leave him totally alone. Now,
put the ghost on the platform, this will start the 10 minute counter. Kill the
final boss [bonus is now complete]. You can easily fight your way back to the
ghost before any of the Arcanists reach him.
As for a new strategy, I really don't have one yet. You can still kill the
first boss before you actually start up with the timed part of the mission, so
that gives a headstart. There are several spots where three people could run
out and try to kill the remaining two bosses and several guys throughout the
mission. I'll get back to everyone, on this one.
----
Elona Reach [mis17]
----
Objective: Fairly simple premise, give all three crystal shards to the ghostly
hero so he can assemble the vision crystal. The first shard is held by Ghostly
Priest just in front of where you start. To get this one to the hero you will
need to run by or attack several Minotaurs and dune burrowers. I find it's
better to attack these, otherwise you risk them following you in to a cinematic
and killing you while someone in your party fails to skip it. You have an
unlimited amount of time for this one. When it reaches the Ghostly Hero, a
movie will start. When it ends, you will have exactly 30 minutes to get the
other two shards from enemy encampments and run them back to the ghost. The
biggest piece of advice I can give you is: IGNORE THE CLOCK. Even with
offensively limited parties, this mission is easily doable in twenty five
minutes. Most people rush and take on too many enemies in an attempt to beat
the clock. There are three basic ideas for doing this mission.
#1: When you leave the fort after getting the first shard to the ghost, take
out all of the patrols between where you are and the other forts. There's
about eight of these patrols and each takes about forty seconds to kill.
Target Sages first as they are efficient healers.
Now, once you have clear running lanes, tag one side of one of the enemy forts.
Each base has two entrances. I recommend doing the west base first. Go in
from the northern side of it. Kill the three groups there and then the boss.
Once you grab the vision crystal, a few patrols are going to spawn in the
middle areas of the map which you already cleared. There are generally four
enemies in these patrols. However, since you cleared the other patrols out,
they pose no real threat.
Once you have that shard back, head for the final base. I do not recommend
attacking from the bridge side, though I have seen it done effectively in the
past. Attacking from the non-bridge side, there are three groups near the
entrance. Wait for the closest one to get far out, and then pull it even
farther. Once it is dead, you have a choice of which group to hit next: the
one with a boss or the one with a sage. Often times, the one with the boss
refuses to pull, so you may have to go after the sage group while getting
pounded in the back. This is the hardest part of this entire mission if you
wind up with a healer boss, though. Once you kill these six, you can either
kill the next group with a boss or head south to get the crystal. There are
two groups by the crystal, neither pose a real threat though. When you get it,
run back to the Ghostly Hero with it. Be warned, as before, a couple new
groups will have spawned between you and the Ghostly Hero.
#2. The second method requires a much better party, but is faster. Sneak your
way towards either base and then fight only the groups which you must. If,
however, you fail at some point, your group will get mobbed which, in most
cases, means you are going to lose.
#3. Instead of the entire group running it, get a ranger or a warrior with
several speed skills as well as evasion skills. It is possible to avoid almost
every group here. Provided you are not carrying a crystal, the agro ranges of
enemies are extremely limited and they will give up pursuing almost
immediately. This method works if the runner is good. Often times in Elona
Reach you will see people offering to do the mission for a fee, this is the
method they use.
Bonus: The bonus is fairly easy. Once you get a crystal, run it over to the
first set of priest bones. Each time you get a new crystal, run it to the
nearest priest bones [see map]. There are three in all. Count on the extra
distance taking 2 minutes from the mission time, potentially more if you need
to clear the area.
----
Doppelganger [mirror]
----
Objective: Okay, this is not really a mission. After you've done the previous
three missions, go to Augury Rock and talk to Great Ritual Priest Zahmut.
Accept his challenge and walk in. Walk through the three circles near the end
and the mountain will open up. Inside is the mirror image of yourself. All of
the mirrors attributes are at level 15. It uses a bow at long range and either
a sword or axe at close range. It can use only the skills in your skill bar.
Beating it will give you 50000xp. Now, this is often considered hard, so here
are some class tips.
Elementalist - Okay, I used the following method at level 10 so I know it
works. Use your attunement and aura of restoration before stepping on the last
stone. Skip the movie. When the fight starts, if your mirror uses either
enchantments, cast fire storm. If it casts fire storm, cast meteor shower. If
it casts that, wait for it to impact and move only a few steps out of the way.
While your doppelganger is getting smashed by shower, add some extra fireballs
or flares in to finish it off. Ether Renewal is quite handy. Maelstrom would
work instead of meteor shower in the event you're water.
Mesmer - Backfire. Empathy. Six useless spells for it to cast. Strafe back
and forth. Good game. Could this be any easier?
Monk - You have it so easy. You have two skills the mirror will never use.
Healing Breeze and Retribution. Smack healing breeze on yourself and either
let him kill himself from attacking you, or just attack with your rod. Either
way, you should be able to soak up the damage and kill it fast enough to get
the bonus. If you have a strong secondary class, use the skills from there
[keep healing breeze though :P]
Necromancer - Bring health sacrificing skills which are not particularly good
for dealing damage. Let your doppelganger kill itself.
Ranger - Easiest class. Bring as many useless spirits as you have and
penetrating shot. Spam penetrating shot while your doppelganger casts all of
those useless spirits which you have never used!
Warrior - Generally, warrior's have no problem beating their doppelgangers. If
you are, try loading a skill like Frenzy. When your doppelganger uses it,
smack it with high damage skills [which now do double damage]. The trick is,
do not use frenzy yourself.
Bonus: Kill it in under 50 seconds. This should be fairly easy as every above
method should work in that amount of time.
----
Dragon's Lair [mis18]
----
Objective: Seek an audience with Glint. You must first defeat the six facets.
Each one has an elite skill for the class they represent [Monk, Ranger,
Mesmer, Necromancer, Elementalist, Warrior], so you may wish to bring along a
signet of capture. The areas are fairly straightforward and not difficult at
all. Each of the six areas does have a penalty though. In the first, you will
suffer a health degeneration of 3. In the second, you will run slower and be
unable to use speed skills. The third gives you reduced energy regeneration as
well as everything blowing up in a death nova which poisons you. The fourth
area seems to have no penalty, odd. The fifth has little zones which you must
walk through which cast a random Elementalist skill on you [Firestorm,
Maelstrom, and Chain lighting are the most common, from what I've seen]. The
final area is the most annoying, the ground will periodically shake and knock
everyone down for three seconds or so. Almost all of the enemies in the area
seem unaffected by this.
Bonus: Kill Glint. After the movie where Glint rambles on forever, but before
exiting her lair, go up to one of her eggs and pick it up. It will break and
she will be very unhappy. Glint is one of the harder enemies in the game.
She's level 31. Anyone up close will take an enormous amount of damage from
one of her spells [100 damage per second while in close proximity]. Once she
is below half life, she will cast several healing skills. She will always
attack a person holding one of her eggs first, so use this to your advantage.
Giving her a constant -10 arrows of health regeneration helps too. Her other
spells include skills which slow your energy regeneration as well as exhaust
you anytime you cast a spell. She also has a nice skill which allows her to
gain damage in life when hit by non-physical damage. Really annoying if your
have a nuker who does not pay attention. This bonus does have some perks
though. In the event Glint kills you, she will resurrect you all and you will
still get credit for the primary mission, so there is NOTHING to lose for
trying it, aside from a death.
-------------------
2. Amnoon Oasis Quests
-------------------
----
Sands of Souls [cdao1]
----
Quest Starter: Ghostly Hero [Amnoon Oasis]
Objective: Talk to Great Ritual Priest Zahmut in Augury Rock.
Reward: 500xp
Reward Giver: Great Ritual Priest Zahmut [Augury Rock]
Difficulty and Comments: Basically designed to get you to the place which
explains what you need to do to ascend.
----
Ancient Secrets [cdao2]
----
Quest Starter: Fangfa Tai [Amnoon Oasis]
Objective: Find Sennat Sen, a master artisan in the Salt Flats.
Reward: 1000xp
Reward Giver: Sennat Sen
Difficulty and Comments: Many Wind Riders in the area can case some strain on
your fighting abilities.
-------------------
3. Augury Rock Quests
-------------------
----
Into the Unknown [cdar1]
----
Quest Starter: Jorn Kudebeh [Augury Rock]
Objective: Find your friends, Devona, Mhenlo, Cynn and Aidan in the Skyward
Reach.
Reward: 1000xp
Elementalist - Swirling Aura
Mesmer - Arcane Conundrum
Monk - Zealot's Fire
Necromancer - Chilblains
Ranger - Winnowing
Warrior - "Fear Me"
Reward Giver: Jorn Kudebeh
Difficulty and Comments: Basically, walk outside of town to get the first
three, then walk a bit to the east to get Aidan.
----
Ghostly Vengeance [cdar2]
----
Quest Starter: Marchena [Augury Rock]
Objective: Kill ten Minotaurs in the Prophet's Path
Reward: 1000xp
Elementalist - Obsidian Flame
Mesmer - Mantra of Persistence
Monk - Blessed Aura
Necromancer - Malaise
Ranger - Dust Trap
Warrior - Shield Bash
Reward Giver: Marchena
Difficulty and Comments: Another super easy quest. Minotaurs are not hard to
find, in fact, I'd imagine they'd eventually run to you.
-------------------
4. Seeker's Passage Quests
-------------------
----
A Belated Betrothal [cdsp1]
----
Quest Starter: Tirzah [Seeker's Passage]
Objective: Find out what has become of Tirzah Chebar. His ghost is next to one
of the teleporter pads to the east of Seeker's Passage.
Reward: 1000xp
Elementalist - Windborn Speed
Mesmer - Ether Lord
Monk - Mend Condition
Necromancer - Signet of Agony
Ranger -
Warrior - Bull's Strike
Reward Giver: Tirzah
Difficulty and Comments: A quest you can likely do without agroing anything if
you go from the north. Do this one while you do Ancient Secrets. Poor Chebar,
never got to give Tirzah the Silver Ring to propose for marriage. Oh well, you
get to give it to Tirzah and collect the reward.
----
The Monk's Path [cdsp2]
----
Quest Starter: Nausuan [Seeker's Passage]
Objective: Got to Diviner's Ascent, find the eater of souls and destroy it.
Reward: 1000xp, ability to switch second profession to Monk.
Reward Giver: Nausuan
Difficulty and Comments: When you get close the eater of souls will burrow
itself. In its place will come a seemingly endless supply of spiders. After
what seems like forever the eater of souls will resurface and you can kill it.
If for whatever reason it does not come back up, leave the immediate area and
then come back, it tends to be there. This quest can be activated only after
you have ascended.
----
The Ranger's Path [cdsp3]
----
Quest Starter: Telius [Seeker's Passage]
Objective: Kill Yxthoshth in the Salt Flats.
Reward: 1000xp, ability to switch second profession to Ranger.
Reward Giver: Telius
Difficulty and Comments: This one is a true pain. There are so many storm
kin's in the area and it seems if you get near the boss they all charge. If
you can not take him out quickly, you may have to spend some time picking storm
kins off as they patrol. This quest can be activated only after you have
ascended.
-------------------
5. Destiny's Gorge Quests
-------------------
----
The Forgotten Ones [cddg1]
----
Quest Starter: Annelle Fipps [Destiny's Gorge]
Objective:
Reward: 1000xp
Elementalist - Incendiary Bonds
Mesmer - Elemental Resistance
Monk - Vengeance
Necromancer - Animate Bone Fiend
Ranger - Precision Shot
Warrior - Defensive Stance
Reward Giver: Sariss Yassith [Skyward Reach]
Difficulty and Comments: Several Hydras roaming around can cause some serious
problems. Make sure to talk to Sariss again to get another quest.
----
Forgotten Wisdom [cddg2]
----
Quest Starter: Sariss Yassith [Skyward Reach]
Objective: Seek out Siliss Yassith in the Arid Sea
Reward: 1500xp, 15 Attribute Points
Reward Giver: Siliss Yassith [Arid Sea]
Difficulty and Comments: A fairly easy quest. If you follow the arrow, it will
point to a top of a cliff. How do you get up there! Head east and climb the
neighboring mountain and then walk across the statute to the other side. Get a
great reward for this easy quest, watch out for the Sand Wurm though.
----
The Mesmer's Path [cddg3]
----
Quest Starter: Eulenias [Destiny's Gorge]
Objective: Go to Diviner's Ascent and slay all three tempest drakes in a single
battle.
Reward: 1000xp, ability to switch second profession to Mesmer
Reward Giver: Eulenias
Difficulty and Comments: I'm not sure if not doing it in one session actually
fails it, as I have never failed it :P. This quest can be activated only after
you have ascended.
----
The Warrior's Path [cddg4]
----
Quest Starter: Agastos the Brave
Objective: Slay the Orshad Chieftain in the Scar. He is in the valley with all
the other Losaru.
Reward: 1000xp, ability to switch second profession to Warrior.
Reward Giver: Agastos the Brave
Difficulty and Comments: This quest can be activated only after you have
ascended.
-------------------
6. Hero's Audience Quests
-------------------
----
The Misplaced Sword [cdha1]
----
Quest Starter: Yort the Bronze [Hero's Audience]
Objective: Find the ceremonial family sword.
Reward: 1000xp
Elementalist - Flame Burst
Mesmer - Guilt
Monk - Healing Touch
Necromancer - Well of Profane
Ranger - Flame Trap
Warrior - "Shields Up!"
Reward Giver: Yort the Bronze
Difficulty and Comments: This sword is in a chest located in a valley. Leave
from Augury Rock, it is much closer and aside from a few devourers there are no
enemies to fight. This quest is super easy, although, it seems not to activate
until you have done Forgotten Wisdom, as near as I can tell.
----
The Elementalist's Path [cdha2]
----
Quest Starter: Cembrien [Hero's Audience]
Objective: Go to the Prophet's Path and slay the Kree Minotaur. Bring the hide
of it to Cembrien.
Reward: 1000xp, ability to switch second profession to Elementalist.
Reward Giver: Cembrien
Difficulty and Comments: The Kree minotaur tends to patrol and may not be at
the star. Just wait around and it will eventually come by. This quest can be
activated only after you have ascended.
----
The Necromancer's Path [cdha3]
----
Quest Starter: Zratha Kor [Hero's Audience]
Objective: Go to the Prophet's Path and slay the Sacred Griffin of Amnoon.
Reward: 1000xp, ability to switch second profession to Necromancer.
Reward Giver: Zratha Kor
Difficulty and Comments: This quest is quite fun, the Griffin is surrounded by
several other Griffin's. As they actually do damage now this quest gives a
challenge. This quest can be activated only after you have ascended.
-------------------------------------------------------------------------------
Southern Shiverpeaks
-------------------------------------------------------------------------------
1. Missions
Ice Caves of Sorrow [mis19]
Iron Mines of Moladune [mis20]
Thunderhead Keep [mis21]
2. Droknar's Forge
Hero's Journey [ssdf1]
Hero's Challenge [ssdf2]
Seeking the Seer [ssdf3]
The Southern Shiverpeaks allow for eight player parties, which is the only
reason they are often considered to be easier than the Crystal Desert. Enemies
hang tight in this area making it difficult to dodge patrols. Common enemies
include White Mantle, Mursaat, Stone Summit and Avicara Tengu. In almost every
area there is a boss with an elite skill for each class, so wearing a signet of
capture is recommended.
-------------------
1. Missions
-------------------
----
Ice Caves of Sorrow [mis19]
----
Objective: Before we get into the mission, allow me to explain for a moment.
In this area you will encounter "Mursaat xxxxx" and "Jade xxxxx". They have an
attack known as spectral agony. At this point in the game, it will deal 100
damage to you five times and give you 10 arrows of health degeneration.
Needless to say, you should avoid them when possible, though you will have to
fight some. If you do the bonus, you will need to fight a few more, even.
There is no protection from them until the next mission, which you could
technically do first, but let's just do the game in order. This mission also
supplies a lot of catapult siege. Each shot often does in excess of 150 damage
at the center of the blast. Try to time running through them, or avoid them
all together. There are some catapults you can take control of to destroy
other ones. Anyway, on with the mission. Head north a bit trying to avoid the
Mursaat and take out the two Dwarven boats. The one further in, once the
engineer is dead, use it's catapult to take out the White Mantle catapults.
Now it is safe to walk across the bridge. Head to the northern more of the two
doors and clear the area. Blow up the door with a keg of powder located
nearby, If you are doing the bonus, see below. If not, continue through the
cave exiting it to the southeast. Work your way south and a bit west.
Eventually you will see another keg of powder. Blow open Evennia's cell, she
is nearby. Then, after the movie, blow up the door slightly to the west of it.
Now, creep out until the Mursaat to the south start to move, then move back to
avoid their patrol. They will run to the end of the level killing anything
which is not White Mantle. Eventually, they will be picked off by Dwarven
catapults from the sea and you can more or less walk most the rest of the
mission. Keep Evennia from standing in catapult fire though. Kill anything
which is left and run Evennia to the awaiting Dwarven ship. Mission complete!
Bonus: When you blow up the first door and enter the caves, instead of exiting
the way you would to do the mission, head a bit more southwest and exit that
way. There will be a door you need to blow up, guarded oftentimes by three
Mursaat and three jades. Once you blow it up, some White Mantle will greet you
on the other side. Run up the only path available to Rornak Stonesledge who
has been capture again. Blow up his cell and talk to him. This will activate
the Bonus.
Head back to the main mission, when you reach Evennia's cell, ignore it. Grab
a keg of explosives and blow up the door east of it. Run through the cave
area. To the south there are 12 Mursaat Elementalists. They will start
heading towards you. Run back inside of the little cave you just walked
through. The Mursaat will walk by and annihilate everything which isn't White
Mantle in their way. Head up to the area they came down from and talk the
Dwarf, Hamdor Grandaxe who is up there to complete the bonus.
----
Iron Mines of Moladune [mis20]
----
Please consult my map for directions of where to go, explaining here is a royal
pain as you will be making constant turns.
Objective: The main purpose of this mission is to seek the Seer and get your
armor infused, to protect against the Agonizing Touch skill of the Mursaat.
After you get through the first path of enemies, there will be two paths you
can take. The one leading up is shorter, but is jam packed with Mursaat who
will cream you. Instead, take the low road [a river/frozen river] Follow it
around for a significant amount of time. Enemies here consist of Trolls, Hill
Giants, Azure Shadows, Blessed Griffins, Stone Summit and some White Mantle.
Areas here will also have you dodging some catapult fire. Eventually, you will
reach the top of the mountain and fight several azure drakes. Not far behind
them is the Seer. Get near her to activate the cinematic. Seek out the
monsters she speaks of is a bit east in a huge cave. The only enemies nearby
are Azure Shadows, but there are quite a few of them. Once you kill the boss,
Eidolon, it will drop a spectral essence. Run this to the Seer. Now, she will
infuse all five parts of your armor [in the past she only did one, so instead
of fighting up the mountain, everyone ran]. Infused armor reduces the damage
from Spectral Agony to 9 [5 times] and 3 arrows of health degeneration. If you
want to do the bonus now, see below. If you wish to carry on with the mission,
read here. Now, you are close to the end of the mission already. Head
northeast and follow the path around. Soon you will reach Markis and a few
Mursaat. As you approach Markis, the statues behind him will turn into Jade
Armors. Markis has the Ranger skill Barrage. Unlike the past, the mission no
longer ends when he dies, instead, he and the Jade Armors which came from the
statues must be defeated. This gives the Ranger's a chance to capture the
skill.
Bonus: Backtracking a bit to the metallic bridge, this time take the path you
did not before. Kill the Mursaat and White Mantle and follow the path which
leads south. Eventually, after several more packs of Mursaat, you will reach a
Shining Blade Scout screaming for help. Clear the immediate area. When you
talk to him, he will speak of a Mursaat who has an important message to
deliver. You must stop this Mursaat. Just outside to the northeast, the boss
with spawn with a few other Mursaat/Jades. Make short work of these enemies.
The boss itself will try to escape any chance it gets. Once it is alone just
make a wall around it so it can no longer move. Start pounding away on him, he
does little damage but can take a significant pounding. Once he dies you will
receive the bonus.
----
Thunderhead Keep [mis21]
----
Objective: Escort King Jalis to the village. Once there, defeat the eight
patrols of Stone Summit inside. Continue north of the village to the fort.
Kill everything in this area, including the boss Dagnar, who killed Prince
Rurik. Cinematic, if you're doing the bonus, read below. Now, Jalis will
stand in the fort. You must keep him alive from the enemies. Each side of the
fort has two catapults, you can take out nearly every enemy for the remainder
of the mission by firing these as they enter range. Anything which trickles
through just take them out at the east or west doors. The mission will end in
victory once Confessor Dorian is killed, it will end in defeat should King
Jalis die at any point.
Bonus: After the cinematic, you will need to light two beacon's on the fort
using torches. Lighting them alone has no bearing on actually getting the
bonus. It seems rather, that the dwarfs in the neighboring villages on each
side need to be alive when the mission ends. The lighting of the torches
distracts the Mursaat, making them go for the fort before the two villages. In
other words, light them immediately.
-------------------
2. Droknar's Forge Quests
-------------------
----
Hero's Journey [ssdf1]
----
Quest Starter: Vanyi [Droknar's Forge]
Objective: Visit Hero's Audience, Seeker's Passage and Destiny's Gorge.
Reward: 500xp
Reward Giver: Vanyi
Difficulty and Comments: In the old days, you had to complete this, then take
up a second profession to activate Hero's Challenge, but that no longer seems
to be the case. This quest seems is designed to send you out to the desert to
find all of the "The xxxxx Path" quests.
----
Hero's Challenge [ssdf2]
----
Quest Starter: Vanyi [Droknar's Forge]
Objective: Find Vanyi's sister Sanyi in the Frozen Forest. Follow her when you
find her. Defeat the boss and few other enemies she spawns. The quest
recommends you leave from the Iron Mines of Moladune, however, this quest is
just outside of the Copperhammer Mines, so if you have them on your map leave
from there instead.
Reward: 5000xp, 15 Attribute Points
Reward Giver: Vanyi
Difficulty and Comments: The hardest part of this entire quest is getting
there, the Stone Summit sure know how to cluster up in a hurry. Avicara and
Azure Shadows seem to swarm as well. Sanyi sometimes gets stuck too, which can
make the quest of so fun. It seems, Mragga had been coercing Vanyi into trying
to trap you, fortunately, as you are chosen and all that, you can easily beat
it.
----
Seeking the Seer [ssdf3]
----
Quest Starter: Captain Hugo Bronzebeard [Droknar's Forge]
Objective: Speak with Korg the Scout and Onar Ironblood, both in the Talus
Chute.
Reward: 500xp
Reward Giver: Blade Scout Shelby [Ice Caves of Sorrow]
Difficulty and Comments: Korg the Scout is often under attack when he enters
your screen, be sure not to let him die. Anyway, these scouts report that the
Seer has the ability to make armor much better. In actuality, she only infuses
it to protect against the agonizing touch of a race known as the Mursaat. The
second scout also informs you they know where Evennia is being held and an
operation to rescue her is almost ready!
-------------------------------------------------------------------------------
Ring of Fire
-------------------------------------------------------------------------------
-------------------
1. Missions
-------------------
----
Ring of Fire [mis22]
----
Objective: At the start, Brechnar Ironhammer will lure some of the Mursaat
off, wait for them to run off and then sneak around and start taking out the
smaller packs. You will need to kill some ether seals. As you found out just
before this mission, they are rather hard. Pull the Mursaat away from it and
kill them. Then kill the seals. Eventually, you will reach a cinematic.
Vizier Khilbron suggests you sneak into the Mursaat fortress from behind. In
all honesty, going in from the front is not too much harder and will save you a
substantial amount of time. If you are doing the bonus, go in the front. Once
the area is clear, hit the lever which was behind one of the ether seals and
cross the bridge. Kill the three remaining groups of Mursaat and the boss
stationed in the Gate House to end the mission.
Bonus: The Seer is just before the first lava pit, a bit to the north. Talk to
her and continue with the regular mission. Elect to go in the front doors of
the fort, even though Khilbron warns against this. Once you have destroyed the
ether seals just inside of the Mursaat stronghold, an Eidolon will appear.
When it dies, it will drop a spectral essence just as it did in the Iron Mines.
Run it to the Seer. You will get the bonus for doing this, in addition, you
will also get infused provided you did not before or have changed armor since
then,
----
Abaddon's Mouth [mis23]
----
Objective: When you spawn, Vizier Khilbron will be near you. For a short
while he will enchant you with a wicked spell which allows you to cast for
virtually no energy, extremely increased recharge times and movement speed.
Use this opportunity to pick off any Mursaat standing on the wall of the fort
as you can. Break in once you can. The nearby Mursaat and Jade will come to
you. Work your way west and clear the slew of Jades here. There will be two
bosses, unfortunately, which two you get are random, though you'll get the
other four at later points. Hopefully you will have taken out all of the
minions. Try to drag them out of the range of the seals. When dead, kill the
seals to reveal an opening and head through it. If you continue south, you
will carry on with the mission. Going west will clear a path to the bonus, see
below and a map for more information.
Back to the mission, you will reach another seal. Beyond it are two more
bosses along with several Jade and Mursaat. Try to separate them as best as
you can and kill any Mursaat Monks. Soon after they are all gone is yet
another gate protected by ether seals. Knock this one down. It opens to an
area with six jade bows standing on two ledges and an ether seal. Have a
Mesmer, necro, or Elementalist DoT/AoE them to death. This will prevent them
from doing any damage to you. Next take out the seal. The final two bosses
are here. Kill them and then the seal. Khilbron will again appear and enchant
you. This room contains six ether seals in close proximity. Take out
whichever you want. Before you continue on, there is something important to
know.
Each time you take out one of these seals, it will release a handful of level
10 seal guards. These are easy to kill. Mursaat Guardians, level 24 spell
casters of random classes will also start coming towards you. In addition,
they will spawn behind you near the Vizier as well. I have never seen them
attack Khilbron, so I would not worry about that, but having an Elementalist
and Mesmer spawning directly behind your monks is quite damaging if unprepared.
This process will repeat each time you kill another seal. When the final seal
is destroyed there will be a cinematic. Fight the unbelievably easy boss which
appears to end the mission.
Bonus: Please consult a map of which route to clear for this mission. Once you
clear the fort the Mursaat guard, follow the map to the westernmost point of
the island killing everything. This will clear the path you need to take.
Once clear, head back to the fort and walk to the side which boarders the sea.
She wants to be walked to the area of the island you cleared which has the only
green spots. If she dies you fail the bonus. If you do not open the ether
seals to get out of the Onyx Gate fortress she will say thank you and
disappear, but you will still fail the bonus.
----
Hell's Precipice [mis24]
----
A few notes on this mission area:
1. You will end up pretty much in the same place you started, but you get to
walk a big circle to get there!
2. When you kill Burning Titans, a Risen Ash Hulks at level 24. When that Hulk
dies it will spawn a hand and fist of the titans. There are also level 28
Risen Ash Hulks which spawn the same things when they die. Be aware of this,
as three enemies can turn into a rather large problem quickly. Risen Ash Hulks
are necromancers and as such, strip enchantments. Hands and Fists are warriors
using axes and swords. Burning Titans are Elementalists whom will set you on
fire if you stand in close proximity.
3. By far the most damaging enemies in the area are sparks of the titans. They
are little imps who are often able to hide behind the larger titans. These
should be taken out first in almost any circumstance.
Objective: Make your way to the Portals and disable them all. Once disabled,
there will be a cinematic. After which, you will need to fight the Undead
Prince Rurik. Before you attack him, though, clear out the fists of the
titans. Once Rurik falls, continue on until you reach the Undead Lich. Kill
everything around him first.
Now, when fighting him, he can randomly teleport a character into the nearby
lava. This is a bit disorientating at first. You must kill the Lich on the
caldera [the circular thing] of the volcano. He has two [sometimes three?]
life bars, so if he goes from empty to full, do not worry, unless you did not
kill him on the caldera. Each time he "dies" some fists/hands of the titan
will come out from the lava. Make short work of them and resume the pounding.
When the Lich finally dies for real, you will complete the mission and the
game. You will be sent to Droknar's Forge.
Edit: Perhaps you only need to kill him once, just on the dead center of the
caldera. I'll have to investigate some more, but this seems more likely than
him having multiple life bars.
Bonus: Talk to the Seer [See Map] to activate it. When you get near the three
portals which need to be destroyed, you will see some rather large creatures in
the lava. These are the Armageddon Lords. In tandem with the other enemies,
they can be devastating, so try to clear some room around you before you engage
them. Once all three are dead the bonus is complete.
When you get near the seer, any nearby enemies will attack her. More
accurately, she will attack them. As she is level 30, she can take a good
amount of punishment, but make sure someone heals her if needed, you can not
activate the bonus should she die. Once activated, you can leave her to rot.
-------------------
2. Ember Light Camp Quests
-------------------
----
Final Blow [elc1]
----
Quest Starter: Shadow [Ember Light Camp]
Objective: Kill the three Inner Council Members of the White Mantle, Argyle,
Bolivar, and Curthbert, in Perdition Rock.
Reward: 500xp
Reward Giver: Fogard Axemighty [Ring of Fire]
Difficulty and Comments: Perdition rock, and every area after this, houses at
least, one, often more elite skills for each class. Take your time to explore
around the area and find them. Once the council members are dead, take the
boat from the ferryman to the next town, the Ring of Fire. Get the reward for
the final quest in the game from him.
-------------------------------------------------------------------------------
Fissure of Woe
-------------------------------------------------------------------------------
The Fissure of Woe is one of the areas which can be accessed from the Temple of
the Ages. This can be done by kneeling in front of the Balthazar Shrine and
then talking to the NPC which appears. This can ONLY BE DONE WHILE YOU HAVE
THE FAVOR OF THE GODS IN YOUR COUNTRY! It costs 1,000 gold to enter the
fissure. Only human players who have ascended may enter.
The fissure is a dangerous place, consisting of several types of enemies.
While no single type of enemy is devastating, the various combinations of them
can be deadly. Skeletals and Shadows make up a majority of the area. They are
both undead, and hostile to each other, this can be used to your advantage.
The quickest way to die in the fissure is to take on a stationary crowd when a
patrol comes over. Make sure you know your patrols. If it is your first time
in the fissure, let someone experience lead the way around. It is also not
necessarily the best idea to take a quest the moment you can, in a few quests
it spells instant death if the path has not been cleared. Also, fissure quests
can be repeated each time you enter the fissure.
The Mission ends if the following NPC's are killed:
The Eternal Forgemaster
Rastigan the Eternal
Kromril the Eternal
Eternal Weaponsmith
The Wailing Lord
It does not end if the following NPC's are killed:
Eternal Lord Taeres
Fissure Quest Index:
Tower of Courage [FOW1]
The Wailing Lord [FOW2]
A Gift of Griffons [FOW3]
Army of Darkness [FOW4]
The Eternal Forgemaster [FOW5]
Defending the Temple of War [FOW6]
Restore the Temple of War [FOW7]
Khobay the Betrayer [FOW8]
----
Tower of Courage [FOW1]
----
Quest Starter: Rastigan the Eternal
Objective: Defeat the Shadow Army surrounding the temple. There are 6 or 7
groups on the outside, consisting of Shadow Rangers and Abyssals. Once they
are all defeated, the tower will be opened by Rastigan and you will need to
clear the two Abyssals and necromancer boss inside.
Reward: 5000xp
Reward Giver: Rastigan the Eternal
Difficulty and Comments: This quest is rather easy, if you know what you're
doing. Despite everyone telling you not to take the quest immediately, for
this one, it makes no difference. Rastigan will not move until the first
Shadow Ranger dies. First, take out the group to your left. Target the monk
first, when it falls, Shadow Beasts and their hexes pose the largest threat.
When this group is defeated, continue up the ridge. There are two groups of
one Shadow Monk and Shadow Beast. Take out each of these groups. If the group
consisting of 3 Shadow Mesmers and 1 Shadow Elementalist can be attacked
without agroing any Abyssals or Shadow Rangers, do so. When done, or if unable
to, go back to Rastigan. Take out the group on the other side. This one does
not have a monk, but deals considerably more damage. Two of the Elementalists
in it are part of a patrol, you should wait for them to wander off and take
each of the groups one at a time. When all are dealt with, follow the wall
around to a group of two warriors, one beast and one monk. Dispose of it. To
east is a pack of 2 monks. 1 warrior and 1 Mesmer. Ignore it for now. Have
one
person head south. A ton of enemies will pour in from the west, breaking off
into three different patrols. One of them will come towards your position.
Let it come to you, and then take it out. Once dead, take out the afore
mentioned monk/warrior group. Now it gets a bit hard. Still, avoiding the
Rangers and Abyssals, wait for a patrol consisting of a monk and some warriors
to run through the "valley" take that group out. You might get attacked by a
group of Mesmers and Elementalists as well. This should pose no big threat.
Now, head over to the first group of Abyssals/rangers. Take it out. Once a
ranger has died, Rastigan will run up near your position. You must keep him
alive, or the fissure run ends. Work your way around the tower counter
clockwise. You will encounter at some point a stray patrol including a monk,
which you'll want to take out. If you're careless, you'll also encounter one
with some Elementalists. These won't be big problems, the hardest part of
patrol reading has already been accounted for. Eventually you'll clear all the
rangers/Abyssals and complete the quest.
----
The Wailing Lord [FOW2]
----
Quest Starter: Rastigan the Eternal
Objective: Kill the 5 banshees in the forest, do not harm the Wailing Lord.
Reward: 10000xp
Reward Giver: Rastigan the Eternal
Difficulty and Comments: This is the hardest quest in the entire fissure, I
would suggest saving it until you've done most of the other ones. You can take
this once you complete the Tower of Courage. You'll have to take out two more
groups of Shadow troops on the way towards this quest. Once you go down a
large hill, you'll be in skeletal country. The patrols here are vicious. The
first group consists of ice lords and ether breakers. They are water
Elementalists and Mesmers. These groups are fairly easy and they are
stationary. The moving groups consist of Skeletal Bonds, which are monks with
spellbreakers and Skeletal Berserkers, heavy hitting warriors.
Take out the first patrol. If you're doing this quest, head west. There's
another stationary group. Make sure to pull it way back to the south, so you
don't get attacked by a moving patrol. Now, the road to the forested area is
clear. Once you reach the forest, get ready for some damage. Spirit Shepherds
are lightning users, they tend to come in bulk. Try to stay fanned out so
chain lightning does not mow you all down. The spirit trees[oaks?] are rangers
in love with casting random spirits. Extinction, primal echoes and nature's
renewal among them. As you go through this area, Spiders will appear from the
trees, they do large damage with status effects. Worms will also pop up [small
worms like in Pre-Searing, not the big ones from the desert/Shiverpeaks/ring of
fire]. As you approach the Wailing Lord, some Skeletal army members will pop
up from the ground or already be stationed near a bridge. DO NOT GO OVER THIS
BRIDGE UNTIL EVERYTHING IS CLEAR. If possible, try to hit the banshees from
across the river with a longbow. When they come over smack them down. The
wailing lord shouldn't follow them, but if he does, do not hit him. Certainly
do not kill him. Now, There are two groups of Skeletal on either side of the
Wailing lord. When you cross the bridge, they'll both come at the party. This
is a very difficult battle to win, because they'll chase you forever. Once the
Banshees are dead, head back to Rastigan to get the reward. DO NOT TAKE THE
QUEST FROM THE WAILING LORD YET.
----
A Gift of Griffons [FOW3]
----
Quest Starter: The Wailing Lord
Objective: Escort the 3 Griffons to Rastigan the Eternal in the Tower of
Courage
Reward: 10000xp
Reward Giver: Rastigan the Eternal
Difficulty and Comments: This quest is a hundred times harder than it was a
month ago. Griffons will spawn along the path back to the tower of courage,
along with about eight patrols of Skeletals. If ANY Griffon dies, you will
fail and your trip to the fissure will end. This is why you went back to get
your reward from the last quest before taking up this one. The Griffons are
level 24, but they die in about 3 seconds from focused fire. It's nearly
impossible to monitor all three of them for any individual monk. If you can
get them to follow someone staying way behind, do that. If not, Healing
seeds/healing hands might be able to keep them alive. Protective spirits help
too. Do not run from any encounter with the Griffons following you, because
they won't.
----
Army of Darkness [FOW4]
----
Quest Starter: Kromril the Eternal
Objective: Defeat the Priest of Menzies and bring the unholy text it drops back
to Kromril.
Reward: 10000xp
Reward Giver: Kromril the Eternal
Difficulty and Comments: Don't take this quest until after you have cleared
this entire area of patrols. There are two Dragon Lich's and several other
enemies on a platform to the northeast, the priest would spawn between them.
But, backing up.
There are about six groups of Skeletal Patrols [Bonds/Berserkers] you'll want
to clear out of this area, as well as three or four stationary groups. When
you clear the area near an encampment just to the bottom of the big hill where
you first fought Skeletals, several NPCs will spawn. You'll want to clear this
immediate area before taking any quests. If you take this quest, clear the way
as far east as you can, including any patrols which are even remotely close to
the little mountainous platform to the far east. The Dragon Lich's are level
30, do a ton of damage, and inflict multiple conditions. As a protection monk,
I've seen Mend Ailment heal for over 300 points around these guys. When this
entire area is clear, go back and take the quest. Now return, kill the few
enemies which spawned including the priest of the Menzies. It will drop a
book, pick it up and run it back to Kromril for your reward.
----
The Eternal Forgemaster [FOW5]
----
Quest Starter: Eternal Weaponsmith
Objective: Clear the Temple of War of the Shadow army. Talk to the Eternal
Forgemaster.
Reward: 5000xp
Reward Giver: The Eternal Forgemaster
Difficulty and Comments: I'm going to assume you did the previous quest and
cleared out most of the patrols. In reality, you probably didn't. Anyway,
make your way over to the southeast where the arrow points. There's a good
deal of shadow army members here. Try to pull the group of warriors/beasts
first. Drag them a long, long way. Then kill them. When they die, a group of
six shadow beasts spawns near where this group started. Dispose of them next.
When done, take out the two groups of Monks and Mesmers going up the hill. If
you haven't cleared out the Skeletal patrols, you will have to deal with up to
two of them wandering around while you fight all this. When you get into the
temple, there are eight groups of enemies. Four of the groups have two monks
and two Mesmers. These groups remain stationary. The other four groups have
two shadow beasts and two Abyssals. They patrol. The first is a patrol, just
take them out right at the door. I prefer to go clockwise around this are, as
pulling seems easier. The next group is one of monks and Mesmers, pull them
as far as you can before fighting them, so you don't grab the abyssal/beast
patrols as well. Continue this process until all eight groups are done. There
are eight rangers up on the top of the temple, two at each direction. When you
get up there, some Shadow Beasts will spawn as well. This part is quite hard.
I recommend one warrior goes up, with one nuker behind it. Behind this nuker,
two more tanks to prevent anything from running down. The casters should stand
behind this wall, the first warrior *should* still be in healing range of the
monks. You'll probably be unable to run until you've killed off all of the
beasts and two to four of the rangers. When you need to, run back down the
ramp. The rangers will not pursue. Continue this process until everything is
dead, the forgemaster will spawn. Grab your reward, but not the next quest
----
Defend the Temple of War [FOW6]
----
Quest Starter: The Eternal Forgemaster
Objective: Destroy the 12/13 [varies] waves of Shadow Army attackers. The
Eternal Forgemaster must survive
Reward: 10000xp
Reward Giver: The Eternal Forgemaster
Difficulty and Comments: This quest is the easiest one down here. Waves
comprise of two enemies, either beasts or Abyssals. They come one to two at a
time, from alternating directions most of the time. Try to stay spread out as
best you can in the limited area so mark of pain and spiteful spirit don't own
you or the forgemaster.
This quest is bugged, if the last two members of two different waves die at the
same time, the quest only updates once, leaving a group left in the quest log,
when it does not actually exist. The only way around this is to make sure not
to kill two waves at exactly the same time. Play it defensively, let them all
come to you, don't run down to kill them.
----
Restore the Temple of War [FOW7]
----
Quest Starter: The Eternal Forgemaster
Objective: Destroy the five seeds of corruption so that the forgemaster may
receive powers from the temple of war to create armor!
Reward: 10000xp and the ability to get fissure armor.
Reward Giver: The Eternal Forgemaster
Difficulty and Comments: This quest is pretty tough. Exit the temple to the
south. There is a group of shadow troops waiting. When dead, grab the next
group at the bottom of the ramp and PULL THEM a bit. When they die, six shadow
beasts will spawn in the distance and eventually run towards you, take them out
as well. There's now a patrol to the east and to the south. The east one
shouldn't reach you unless someone runs like a headless turkey towards them.
You'll want to kill the one to the south though, when it gets close. Some
shadow beasts may pop out at various points during the front areas of this
quest, generally in groups two. When you reach the cave to the west, head in.
Spiders fall from the ceiling, often five seconds after the warriors have run
by them. They inflict poison as well as reap hell on your casters. Dryders
aren't much fun either. Take this area very slowly, it's often a big laggy and
you may find yourself fighting in excess of ten armored cave spiders even if
you are careful. There are five seeds of corruption, which lead you further
and further into this cave. The green water is NOT poison, though as
everything is hitting you with poison, you may think it is. When the final
seed is dead, head back to the forgemaster. He'll now be able to make armor
for you.... if you can afford it.
----
Khobay the Betrayer [FOW8]
----
Quest Starter: The Eternal Forgemaster
Objective: Kill Lord Khobay
Reward: 10000xp
Reward Giver: The Eternal Forgemaster
Difficulty and Comments: This quest can only be done once per character. This
may be a bug. Basically, follow the arrow to the destination. You'll meet
some furnace drakes, which are rather toned down compared to other drakes in
the game. The Smoke walkers are healers, and not very good once at that. The
Infernal Wurms are like siege wurms in the desert and do no burrow like the
other kinds of wurms. Near Lord Khobay are a bunch of guards. Most of these
tend to be monks, and they will use restore life on their fallen comrades. The
quest will update once all four guards and Khobay are defeated.
*******************************************************************************
iv) Professions
*******************************************************************************
A quick few notes. Skills can be captured with signets of capture from nearly
any boss of either of your classes throughout the game. I will only list
monsters which give elite skills. All skills sold in major cities are
available as quest rewards before you reach that city. Small outposts such as
the Grendich Courthouse, Ice Tooth Cave and Maguuma Stade generally sell skills
which are NOT from rewards. These are the only skills you should ever
purchase, otherwise search for them as a quest reward throughout the guide.
1. Elementalist Skills
2. Mesmer Skills
3. Monk Skills
4. Necromancer Skills
5. Ranger Skills
6. Warrior Skills
7. Elementalist Armor
8. Mesmer Armor
9. Monk Armor
10. Necromancer Armor
11. Ranger Armor
12. Warrior Armor
---
1. Elementalist Skills
---
Elementalists primary attribute is energy storage, which grants three
additional energy per level. This is good because Elementalist skills are the
most expensive in the game. They do great damage and have some great defensive
buffs/offensive hexes. Fire does big damage to large areas and has a few
damage over time spells. Air does massive damage to individual targets and
tends to inflict conditions such as weakness and blind. It, along with earth,
have a lot knockdown skills. Water does modest damage, but like earth, carries
an impressive array of defensive spells. Water is good at slowing enemies
down, as well.
----
Name: Aftershock
Attribute: Earth Magic
Energy Cost: 10
Casting Time: .75
Recharge Time: 10
Effect: Nearby foes are struck for 26 to 85 damage. If they were on the ground
from a previous knock down, they take 10 to 56 damage more.
Comment: A very effective spell as you can't generally get out of the way when
you're knocked down. Many hammer warriors with an Elementalist secondary use
this combination.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Harnil [Marhan's Grotto]
----
Name: Air Attunement
Attribute: Air Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: For 36 to 55 seconds, each time you cast an air magic spell, you gain
back 30% of the energy needed to cast that spell.
Comment: none.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Armor of Earth
Attribute: Earth Magic
Energy Cost: 10
Casting Time: .75
Recharge Time: 15
Effect: Enchantment. For 30 seconds, you gain 24 to 53 more armor, but move 50%
to 21% slower.
Comment: 53 armor is a HUGE chunk. 40 armor is equivalent to half damage. So,
yeah. Moving slow can be annoying, though.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Armor of Frost
Attribute: Water Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 45
Effect: Enchantment. For 10 to 29 seconds you gain +40 armor against physical
damage, but -24 armor against fire damage, this enchantment ends if you use
fire magic.
Comment: Not horribly useful, but if you're a defensive character, this will
certainly in a few areas of the game.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]
----
Name: Armor of Mist
Attribute: Water Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Enchantment. For 8 to 18 seconds, you gain 10 to 34 more armor and
move 33% faster.
Comment: Probably the best enchantment armor spell an Elementalist has. 34
armor is a significant amount, moving faster can be used for many things. The
duration is decent, though the recharge is a bit long.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]
----
Name: Aura of Restoration
Attribute: Energy Storage
Energy Cost: 10
Casting Time: .25
Recharge Time: 20
Effect: Enchantment, For 60 seconds, you gain 152 to 350% of the energy cost
for each spell you cast, in health.
Comment: One of the few methods of healing for an Elementalist.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Blinding Flash
Attribute: Air Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 4
Effect: Target foe becomes blind for 3 to 9 seconds.
Comment: Doesn't last long enough, find another method of blinding melee
attacks if that is your goal.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Blurred Vision
Attribute: Water Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: Hex. For 8 to 18 seconds, target foe and all nearby foes are hexed
with blurred vision. They miss 50% of the time with attacks as a result.
Comment: Clustered melee attackers will be nearly useless against your party
with this spell.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase From: Marna [Ice Tooth Cave]
----
Name: Chain Lightning
Attribute: Air Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 20
Effect: Target foe and up to two more nearby foes are struck for 16 to 82
lightning damage. This spell has 25% armor penetration, but causes exhaustion.
Comment: Excellent for spiking, fairly cheap too. If you're an Aeromancer,
this spell is a must.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]
----
Name: Conjure Flame
Attribute: Fire Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 60
Effect: Enchantment. Lose all other Enchantments on you. For 60 seconds, your
attacks deal an extra 1 to 13 fire damage.
Comment: Useful on a W/E for the extra damage.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Conjure Frost
Attribute: Water Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 60
Effect: Enchantment. Lose all other Enchantments on you. For 60 seconds, your
attacks deal an extra 1 to 13 water damage.
Comment: Useful on a W/E for the extra damage.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Conjure Lightning
Attribute: Air Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 60
Effect: Enchantment. Lose all other Enchantments on you. For 60 seconds, your
attacks deal an extra 1 to 13 air damage.
Comment: Useful on a W/E for the extra damage.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]
----
Name: Crystal Wave
Attribute: Earth Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 20
Effect: Foes near you are struck for 10 to 82 damage. This spell completely
ignores armor, but cures all "conditions" on foes it hits.
Comment: Big, irresistible damage. As long as your party isn't big on
inflicting conditions, this is a great skill.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]
----
Name: Deep Freeze
Attribute: Water Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 15
Effect: Hex. Target foe and all foes near it, take 10 to 70 cold damage. For
the next 3 seconds they move 66% slower than normal.
Comment: Holy crap this spell costs a lot. The damage is okay. Stick with
something else, Hydromancers.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Earth Attunement
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: Enchantment. For the next 36 to 55 seconds, you gain 30% of the energy
back from all earth spells you cast.
Comment: none.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Earthquake
Attribute: Earth Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 15
Effect: At target foes location, all foes nearby are struck for 26 to 85 earth
damage and knocked down. This spell causes exhaustion.
Comment: A wonderful long range area of effect knock down spell.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Elemental Attunement [Elite]
Attribute: None
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: For 45 seconds, every time you successfully cast an elemental spell,
you gain 50% of the energy back. Enchantment.
Comment: Very handy. As most Elementalist elites stink, you might consider
this if you have energy problems.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Geckokaru Earthwind [Perdition Rock]
----
Name: Enervating Charge
Attribute: Air Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 8
Effect: Target foe is struck for 5 to 41 lightning damage and suffers from
weakness for 5 to 17 seconds.
Comment: Weakness on enemies is good. Quick recharge and cheap casting is
better!
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]
----
Name: Eruption
Attribute: Earth Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 30
Effect: Cause an eruption at target foe's location. For 5 seconds foes near
this are struck for 5 to 28 damage each seconds. When it ends, foes in the
area are blinded for 10 seconds.
Comment: Most people won't stand in this waiting to go blind, but rest assure
most PvE enemies will.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Ether Prodigy [Elite]
Attribute: Energy Storage
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Enchantment. Lose all enchantments. For 10 to 22 seconds, you gain
energy regeneration of 4. When Ether Prodigy ends, you take 2 damage for each
point of energy you have. This spell causes exhaustion.
Comment: I love this spell. I don't mind taking the damage. Oddly, I used
this as a secondary class elite skill, at level 1 since I couldn't pump it :P.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Jyth Sprayburst [Ring Of Fire] [66% chance to spawn]
----
Name: Ether Renewal [Elite]
Attribute: Energy Storage
Energy Cost: 10
Casting Time: 1
Recharge Time: 30
Effect: Enchantment. For 10 seconds, each time you cast a spell you gain 1 to
4 energy and 5 to 17 health for each enchantment on you.
Comment: This spell is heaven with a couple protectors in the party. You
always have enchantments then. Nothing like gaining 170 health and 40 energy
for using flare.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Vassa Ssiss [Elona Reach], Issah Sshay [Thirsty River]
----
Name: Fire Attunement
Attribute: Fire Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: Enchantment. For 36 to 55 seconds, each time you cast a fire spell
you gain 30% of the energy back.
Comment: none.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Fire Storm
Attribute: Fire Magic
Energy Cost: 15
Casting Time: 4
Recharge Time: 30
Effect: For 10 seconds, the area around target foe is hit for 5 to 24 damage
each second.
Comment: Amazing, One of the first spells an Elementalist gets, is likely one
a Pyromancer will use the entire game.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Fireball
Attribute: Fire Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 10
Effect: Fireball flies toward a target foe, when it hits, it explodes. All
nearby enemies are hit for 7 to 91 damage.
Comment: Good damage and a fast recharge, generally gets pushed out of your
skill load out in favor of DoT in the later stages of the game.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Flame Burst
Attribute: Fire Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 5
Effect: All nearby foes are stuck for 7 to 91 fire damage.
Comment: Hello massive somewhat spammable damage. The range is significantly
better than inferno. If you want a close up bang spell, this is it.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Flare
Attribute: Fire Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 0
Effect: Target foe is struck for 16 to 40 fire damage.
Comment: The only truly spammable fire spell, flare does modest damage for a
good portion of the game.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Frozen Burst
Attribute: Water Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 30
Effect: Hex. Foes adjacent to you are stuck for 20 to 68 cold damage and move
66% slower for 5 to 10 seconds.
Comment: Due to the relative lack of offensive water spells, if that's what
you're going for, you'll probably be using this.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Gale
Attribute: Air Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Knock down target foe for 3 seconds. This spell causes exhaustion and
fails 50% of the time if your air magic is level 4 or less.
Comment: Cheap, comes back fast. Being knocked down is no fun. Being knocked
down most of the battle is less fun.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Glimmering Mark [Elite]
Attribute: Air Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 15
Effect: Hex. For 1 to 13 seconds whenever target foe suffers lightning damage,
that foe and all adjacent foes suffer blindness for 3 seconds.
Comment: There are several better elite skills to use. The blindness duration
simply isn't long enough.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Alana PekPek [Witman's Folly], Edibbo PekPek [Talus Chute], Edibbo
PekPek [Spearhead Peak] [All 3 bosses have a 83% chance to spawn]
----
Name: Glyph of Concentration
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 2
Effect: Your next "spell" cannot be interrupted and ignores the effects of
being dazed.
Comment: Handy, but you'll probably never use it.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]
----
Name: Glyph of Elemental Power
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Your elemental attributes are boosted by 2 for your next spell.
Comment: Again, hand, but most glyphs are a waste.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Thengen [Port Sledge]
----
Name: Glyph of Energy [Elite]
Attribute: 5
Energy Cost: 1
Casting Time: 15
Recharge Time:
Effect: Your next spell costs 20 less energy and does not cause exhaustion.
Comment: This glyph, however, isn't a waste. Exhaustion is a pain, this will
prevent it.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Hyl Thunderwing [Mineral Springs]
----
Name: Glyph of Lesser Energy
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 30
Effect: Your next spell costs 15 less energy to cast.
Comment: To believe, they give you this spell and firestorm at the same time.
Can you find the combo?
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Glyph of Renewal [Elite]
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 15
Effect: Your next spell recharges twice as fast as normal.
Comment: Useful for skills like meteor shower, not worth bringing as an elite
though.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Nayl Klaw Tuthan [Perdition Rock]
----
Name: Glyph of Sacrifice
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 15
Effect: Your next spell has no casting time, but takes 120 extra seconds to
recharge.
Comment: I have never used this. Ever. If there were like a 20 second spell
to cast, I might consider it.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]
----
Name: Grasping Earth
Attribute: Earth Magic
Energy Cost: 5
Casting Time: .75
Recharge Time: 30
Effect: Hex. For 8 to 18 seconds, all nearby foes move 50% slower but have +24
armor against physical damage.
Comment: Handy if no one in your party deals physical damage.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Ice Prison
Attribute: Water Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Hex. For 8 to 18 seconds, target foe moves 66% slower than usual.
This spell ends if that foe takes fire damage.
Comment: Useless, most other water spells slow things and deal damage, and
don't shut off when a fire spammer hits them.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Ice Spear
Attribute: Water Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 0
Effect: Target foe is struck for 10 to 46 damage. This spell has only half the
normal spell range.
Comment: One of two spammable water spells. The damage is low and the half
range deal is not fun.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Ice Spikes
Attribute: Water Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 15
Effect: Hex. Target foe and those nearby it are struck for 20 to 68 cold
damage and move 66% slower for 2 to 5 seconds.
Comment: Decent damage, though the slow duration is a bit on the short side.
Multiple targets is nice though.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Immolate
Attribute: Fire Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Target foe is struck for 5 to 41 damage and is set on fire for 1 to 3
seconds.
Comment: Being set on fire isn't fun. This skill is also somewhat spammable.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]
----
Name: Incendiary Bonds
Attribute: Fire Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 15
Effect: Hex. After 3 seconds, target foe and those nearby are struck for 10 to
50 fire damage and are set on fire for 1 to 3 seconds.
Comment: Replace immolate with this, when you get it.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Inferno
Attribute: Fire Magic
Energy Cost: 10
Casting Time: .75
Recharge Time: 20
Effect: All Adjacent foes are struck for 15 to 94 damage.
Comment: The first up close bang spell. Replace this for flame burst when you
get that.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Iron Mist
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Hex. For 5 to 15 seconds, target foe moves 90% slower than normal, but
is immune to all damage sources except for lightning.
Comment: Heh... Heh.... This is so fun to use.... somewhat useless though.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Kinetic Armor
Attribute: Earth Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 60
Effect: Enchantment. For 8 seconds, you gain 10 to 34 armor. This spell
renews its duration each time you cast a spell.
Comment: 34 permanent armor for a stone dagger spammer. Nothing wrong with
that.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]
----
Name: Lava Font
Attribute: Fire Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 4
Effect: For 5 seconds, all adjacent foes to the area this spell was cast take 5
to 24 damage per second.
Comment: Short duration, modest damage. Does have the advantage of staying
where you cast it, as opposed to following you around.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Lightning Javelin
Attribute: Air Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Lightning javelin does 15 to 43 damage if it hits. This spell has 25%
armor penetration. If the foe was attacking, it is interrupted.
Comment: none.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Lightning Orb
Attribute: Air Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 5
Effect: Lightning orb deals 10 to 82 damage to the target. This spell has 25%
armor penetration.
Comment: This skill does obscene damage at levels beyond 12.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Lightning Strike
Attribute: Air Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Strike target foe for 5 to 41 damage. This spell has 25% armor
penetration.
Comment: none.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Lightning Surge [Elite]
Attribute: Air Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 10
Effect: Hex. After 3 seconds, target foe is knocked down and knocked down and
struck for 14 to 83 damage. This spell causes exhaustion.
Comment: This spell is quite handy, possibly the best Aeromancer elite.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Facet Of Elements [Dragons Lair]
----
Name: Lightning Touch
Attribute: Air Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 10
Effect: Target touched foe and all adjacent foes are struck for 10 to 34
damage. If any of those foes are suffering from a water hex, they take an
additional 10 to 34 damage. This spell has 25% armor penetration.
Comment: Got to love when enemies cluster up and let you smack them around with
this!
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]
----
Name: Maelstrom
Attribute: Water Magic
Energy Cost: 25
Casting Time: 4
Recharge Time: 30
Effect: For 10 seconds, foes near the target are struck for 10 to 22 cold
damage each second. Any enemy casting a spell in this are is interrupted if
hit by Maelstrom. This spell causes exhaustion.
Comment: The best anti-caster spell an Elementalist has. Not terribly good in
PvP, but in PvE, virtually any caster will be crippled for the duration of this
spell.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]
----
Name: Magnetic Aura
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 60
Effect: Enchantment. For 5 to 10 seconds, you have a 75% chance to "block"
melee attacks.
Comment: Duration is too short with an insane recharge time.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Mark of Rodgort
Attribute: Fire Magic
Energy Cost: 25
Casting Time: 2
Recharge Time: 20
Effect: Hex. For 8 to 18 seconds, whenever target foe is struck for fire
damage, that foe is set on fire to 1 to 3 seconds.
Comment: Rodgort is TROGDOR spelled backwards! THE BURNINTATOR!
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]
----
Name: Meteor
Attribute: Fire Magic
Energy Cost: 10
Casting Time: 3
Recharge Time: 30
Effect: Meteor strikes target foe and any other foe close to it. These foes
are knocked down and take 7 to 91 fire damage.
Comment: Use meteor shower instead.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Meteor Shower
Attribute: Fire Magic
Energy Cost: 25
Casting Time: 5
Recharge Time: 60
Effect: Meteors strike target's location and anything nearby. Each strike hits
to 7 to 91 damage and knocks down said foes. Although several meteors hit,
only 3 of them do damage/knockdown. This spell causes exhaustion.
Comment: Big damage, a few knock downs. Can be effective against PvE casters,
but maelstrom is still better. This works best against packs of melee.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]
----
Name: Mind Burn [Elite]
Attribute: Fire Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: Target foe takes 15 to 51 fire damage. If you have more energy than
that foe, that foe takes an additional 15 to 51 fire damage and is set on fire
for 1 to 6 seconds. This spell causes exhaustion.
Comment: Ouch, ouch, ouch. Elementalists tend to have more energy than
anything, so it's almost assured you'll get the secondary effect.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Scelus Prosum [Hell's Precipice]
----
Name: Mind Freeze [Elite]
Attribute: Water Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: Hex. Target foe suffers 10 to 34 cold damage. If you have more energy
than that foe, it takes an additional 10 to 34 cold damage and moves 66% slower
for 2 to 5 seconds.
Comment: Ouch, ouch, ouch. Elementalists tend to have more energy than
anything, so it's almost assured you'll get the secondary effect. The slow
duration can be extremely useful for catching monks running away.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Maak Frostfiend [Witman's Folly], Maak Frostfiend [Spearhead Peak],
Skitt Skizzle [Ice Floe]
----
Name: Mind Shock [Elite]
Attribute: Air Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: Target foe takes 10 to 42 damage. If you have more energy than that
foe, it takes another 10 to 42 damage and is knocked down. This spell has 25%
armor penetration but causes exhaustion.
Comment: Ouch, ouch, ouch. Elementalists tend to have more energy than
anything, so it's almost assured you'll get the secondary effect. Knockdown is
a great way to keep the annoying rangers from retreating and running in circles
around the arena for five minutes.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Old Red Claw [Snake Dance]
----
Name: Mist Form [Elite]
Attribute: Water Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Enchantment. For 8 to 18 seconds, you can not take or deal damage from
physical attacks.
Comment: Not as good as it seems. If you're an Elementalist, you're probably
not taking a ton of physical damage as it is. If the Elementalist is your
secondary, you're probably dealing melee damage, in which case this spell is
useless.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Eidolon [Iron Mines of Moladune], Eidolon [Ring Of Fire], Brrrr
Windburn [Talus Chute], Sala Chillbringer [Snake Dance], Ice Beast [Mineral
Springs]
----
Name: Obsidian Flame
Attribute: Earth Magic
Energy Cost: 5
Casting Time: 2
Recharge Time: 5
Effect: Deal 22 to 94 damage to target foe. This spell ignores armor but
causes exhaustion.
Comment: Big damage, somewhat spammable. Exhaustion isn't fun, but it is only
5 energy.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Obsidian Flesh [Elite]
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 30
Effect: Enchantment. For 8 to 18 seconds, you gain +20 armor and can not be
the target of enemy spells, but you move 50% slower.
Comment: Here's your earth elite. Great skill, too. Spellbreaker and some
armor all in one.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Harn Coldstone [Perdition Rock] [50% chance to spawn]
----
Name: Phoenix
Attribute: Fire Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 25
Effect: At target foe's location, foes nearby take 7 to 91 damage. Phoenix
also explodes doing an additional 15 to 75 damage.
Comment: O_o. I prefer fireball.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]
----
Name: Rodgort's Invocation
Attribute: Fire Magic
Energy Cost: 25
Casting Time: 5
Recharge Time: 15
Effect: All foes near target foe's location are struck for 7 to 91 damage and
set on fire for 1 to 3 seconds.
Comment: A very popular and devastating method of dealing with crowds.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Harnil [Marhan's Grotto]
----
Name: Rust
Attribute: Water Magic
Energy Cost: 5
Casting Time: 2
Recharge Time: 45
Effect: Hex, for 6 to 35 seconds, target foe and those adjacent foes take three
times longer than normal to activate their signet rings.
Comment: Good in pvp or against pve warrior bosses. 6 seconds to use a healing
signet is 6 seconds of owning the warrior.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Thengen [Port Sledge]
----
Name: Searing Heat
Attribute: Fire Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 30
Effect: Searing heat hits target foe location for five seconds. Each second,
foes in the heat take 5 to 24 fire damage per seconds, and when it ends, are
set on fire for 3 seconds. This spell causes exhaustion.
Comment: Another great crowd smasher.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]
----
Name: Shard Storm
Attribute: Water Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: Hex. If it hits, target foe is struck for 10 to 54 cold damage and
moves 66% slower for 2 to 5 seconds.
Comment: Another slow down water projectile attack. Duration is again somewhat
short.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Shock
Attribute: Air Magic
Energy Cost: 5
Casting Time: .75
Recharge Time: 10
Effect: Target touched foe is struck for 10 to 50 damage and is knocked down.
This spell has 25% armor penetration but causes exhaustion.
Comment: This is nice, run up to them, spike them for decent damage, and then
run away while they're on the ground. The exhaustion isn't a big deal on a 5
energy skill.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]
----
Name: Stone Daggers
Attribute: Earth Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 0
Effect: Send out two stone daggers. If it hits, each deals 3 to 20 earth
damage.
Comment: The spammable geomancer attack. Very popular in combination with
stoning and kinetic armor.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Stoning
Attribute: Earth Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 5
Effect: Stoning strikes for 20 to 76 damage. If a foe was suffering from
weakness, that foe is knocked down.
Comment: Good damage, mildly spammable, does knockdown, which works well with
Aeromancers weakening things using enervating charge.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Marna [Ice Tooth Cave]
----
Name: Swirling Aura
Attribute: Water Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 60
Effect: Enchantment. For 8 to 18 seconds, you have a 75% chance to block
arrows and magical projectiles.
Comment: Good duration, very handy skill, recharge takes forever and a half,
though.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Thunderclap [Elite]
Attribute: Air Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 15
Effect: Hex. For 8 to 18 seconds, if target foe is struck for lightning
damage, that foe and all adjacent foes are knocked down, and you lose 15 to 9
energy. If you can not lose the energy, thunderclap ends.
Comment: If this skill didn't require so much energy to maintain, it would be
godly. As it is, the spell is still pretty damn good. Massive knockdowns are
great.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Chrysos The Magnetic [Thunderhead Keep] [17% chance to spawn],
Maida The Ill Tempered [Ring Of Fire], Optimus Caliph [Abaddon's Mouth], Kratos
the Foul [Iron Mines of Moladune]
----
Name: Ward Against Elements
Attribute: Earth Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: For 8 to 18 seconds, allies inside of the ward have 24 additional armor
against elemental attacks.
Comment: The most useless of the wards. As many elemental attacks are Area of
Effect, it would just be simpler to move out of the way.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Ward Against Foes
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: For 8 to 18 seconds, all enemies inside of this ward move 50% slower.
Comment: Use this like a trap, make things limp through while being under
immense fire.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Ward Against Harm [Elite]
Attribute: Water Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: For 8 to 18 seconds, all allies inside of this ward have 12 to 50
additional armor against fire, and 12 to 22 additional armor against other
resistible damage.
Comment: If this isn't the best elite skill for an Elementalist, let alone the
entire game, please let me know. At level 14, the duration and the recharge
are identical, for all practicality, this skill is always active in battle.
Fire damage reduced by 60%, all other by about 25%. This in combination with
Ward Against Melee can pretty much keep a party alive in PvE. This skill is
less effective in PvP for a Hydromancer, consider water trident or something
not from a water branch.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Arkhel Havenwood [Frozen Forest]
----
Name: Ward Against Melee
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: For 8 to 18 seconds, all allies in this ward have a 50% chance to evade
melee attacks.
Comment: Another great ward. This will keep the warriors alive much longer,
or, cast it near your casters, so they don't have to run immediately if
something breaks through the front lines.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]
----
Name: Water Attunement
Attribute: Water Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: Enchantment. For 26 to 55 seconds, each time you cast a water spell,
you gain back 30% of the energy.
Comment: none.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Water Trident [Elite]
Attribute: Water Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 3
Effect: Target foe takes 5 to 53 damage. If that foe was moving, it is knocked
down.
Comment: The second almost spammable water skill. This one has better range
and damage, plus a knockdown capability. Ward Against Harm is better, but this
elite isn't half bad.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Berg Frozenfist [Ice Caves of Sorrow], The Judge [Thunderhead Keep]
[66% chance to spawn], Boreal Kubeclaw [Frozen Forest]
----
Name: Whirlwind
Attribute: Air Magic
Energy Cost: 10
Casting Time: .75
Recharge Time: 20
Effect: All adjacent foes take 15 to 51 damage and are knocked down.
Comment: When surrounded, make your escape with this.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Windborn Speed
Attribute: Air Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Enchantment. For 5 to 8 seconds target ally moves 33% faster.
Comment: Duration, sucks. Can be cast on other allies though, that's mildly
handy.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
---
2. Mesmer Skills
---
Mesmers are the most unique class in the entire game. Their Primary Attribute
is fast casting, which reduces the casting speed of spells. At level 16, the
reduction is approximately 50%. Most Mesmer skills have short casting times to
begin with, so this makes then all the more effective. Domination magic always
come back to doing damage in one method or another. Inspiration likes to
control the energy reserves of others, while illusion is best known for dealing
damage over time. Mesmers carry a high number of mantras, mostly from
inspiration magic. These mantras are stances, so only one can be active at the
same time, but you can often figure out which ones go best in which areas. For
instance, Mantra of Frost would be more useful in the Shiverpeak Mountains than
Mantra of Flame.
----
Name: Arcane Conundrum
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 20
Effect: Hex, for 5 to 13 seconds, all "spells" cast by target foe take 100%
longer to cast.
Comment: A nice way to increase the duration of the annoying short spells which
are otherwise difficult for even a Mesmer to counter. Another use is to
increase the duration of the already long spells, so you can allow the person
to almost get it off, and then counter it just before wasting nearly ten
seconds of their time for nothing.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Arcane Echo
Attribute: None
Energy Cost: 15
Casting Time: 2
Recharge Time: 30
Effect: Enchantment. If you cast a "spell" in the next 20 seconds, arcane echo
is replaced with that spell for 20 seconds. Arcane Echo ends if you use a
skill which is not a spell.
Comment: In my opinion, not terribly useful unless you are using Elementalist
skills or another class with very high recharges.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]
----
Name: Arcane Mimicry
Attribute: None
Energy Cost: 15
Casting Time: 2
Recharge Time: 60
Effect: Spell, for 20 seconds this skill is replaced with the elite skill from
target other ally.
Comment: This can be quite fun, steal life barrier or something and then
enchant the party. The main problem is, you only get that skill at the
attribute level you have the appropriate skill in, making it quite useless
unless someone is the same class as you.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]
----
Name: Arcane Thievery
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: Spell, for 5 to 29 seconds, one random spell is disabled for a target
foe. Arcane thievery is replaced with that spell for the duration.
Comment: A somewhat fun skill to use. Not terribly useful as you get a random
one, without the linked attribute to boot. Still, if you manage to get a spell
which the other person centered the entire build around, win!
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Backfire
Attribute: Domination Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 20
Effect: Hex. For ten seconds, target takes 35 to 119 damage whenever s/he
successfully casts a spell.
Comment: Backfire is often mistaken to being the end all and do all against
casters. Yes, it does really big damage and if you can shove it on someone
while they're casting a meteor shower or something, nice. But do not expect
even the most newbie of players to cast more than one, maybe two spells with
this on them. The duration is short, and even at the highest levels, 140
damage is not that much to deal with.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Blackout
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: For 2 to 6 seconds, target touched foe has all of his or her skills
disabled. Yours are all disabled for five seconds.
Comment: Often useful to prevent an enemy monk from healing itself or someone
else who is near death. While it does not last long, it can be devastating if
used at the right times. The biggest problem is the touching of the other
person, though.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Channeling
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 15
Effect: Enchantment. For 8 to 46 seconds, whenever you cast a spell, you steal
1 energy from each nearby foe.
Comment: To be honest, I don't think I have ever used this skill. Mesmer's
generally stay back farther than any other class, so I'm not sure how useful it
would be due to range.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Chaos Storm
Attribute: Domination Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 30
Effect: Spell. For 10 seconds all enemies near the location of this spell take
5 to 12 damage and lose 1 to 6 energy if they cast a spell while in it.
Comment: One of the few area of effect spells. Chaos storm does moderate
damage over ten seconds, but the energy stripping if the opponent casts in it
comes in handy, smack it down on caster bosses, they're too dumb to move. Not
nearly as effective on human players for obvious reasons.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Clumsiness
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: Hex, for the next 4 to 7 seconds, if target tries to attack, that
attack fails and the target takes 10 to 76 damage.
Comment:
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: [Copperhammer Mines]
----
Name: Conjure Phantasm
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Hex, for 2 to 12 seconds target foe suffers health degeneration of 5.
Comment:
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Crippling Anguish [Elite]
Attribute: Illusion Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: Hex, for 8 to 18 seconds, target foe moves 50% slower and suffers
health degeneration of 1 to 3.
Comment: I prefer Migraine, but this skill works better for annoying warriors.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Barl Stormsiege [Frozen Forest]
----
Name: Cry of Frustration
Attribute: Domination Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 20
Effect: Spell, if target foe is using a skill, that foe, and nearby foes are
all interrupted and take 0 to 37 damage.
Comment: One of the few Mesmer skills which can counter non-spells. The cost
is a bit steep, but useful for interrupted troll unguents, healing signets,
etc.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]
----
Name: Distortion
Attribute: Illusion Magic
Energy Cost: 5
Casting Time: 0
Recharge Time: 5
Effect: Stance. For 5 seconds you have a 75% chance to evade all attacks. You
lose 3 to 1 energy for each attack evaded in this way.
Comment: This would be a great skill if only it lasted longer, otherwise, it
can be quite handy in tanking a warrior.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Diversion
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 5
Effect: Hex, for the next 6 seconds, the next time target foe uses a skill,
that skill takes an additional 10 to 47 seconds to recharge.
Comment: Six seconds is not a long time, you so need to anticipate when someone
is going to use an important skill, or shove it on them while casting a long
duration skill. Worst case scenario is that they don't cast when they should
have.... darn.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Drain Enchantment
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 25
Effect: Remove an enchantment from target foe. You gain 10 to 20 energy for
its removal.
Comment: Recharge is a bit long, but it's a great skill for recharging energy
and removing positive buffs from your opponent.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Marna [Ice Tooth Cave]
----
Name: Echo [Elite]
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 30
Effect: Enchantment. For 20 seconds, echo is replaced with the next skill you
use, and acts as that skill for the next 20 seconds after that.
Comment: Honestly, I've never used it, there are so many better Mesmer elites.
Again, this might be handy if you are using Elementalist skills.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Rwek Khawl Mawl [Perdition Rock]
----
Name: Elemental Resistance
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: Stance. For 30 to 78 seconds, you have 40 additional armor against
elemental damage, but lose 24 to 14 armor against physical attacks.
Comment: While nice, unless you know your going somewhere where everything uses
elemental attacks, it is not all that useful.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Empathy
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 10
Effect: Hex, for 8 to 18 seconds, target foe takes 10 to 26 damage each time
that foe attacks.
Comment: Great in the early game and even in the Ascalon arenas. Later, it
just becomes an annoyance on warriors, not effective enough in PvE due to the
large amount of enemies floating around and relative problems getting this
spell on them all.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Energy Burn
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 20
Effect: Target foe loses 4 to 9 energy and takes 8 damage for each point of
energy lost in this way.
Comment: Moderate damage and it takes out the person's energy. Not great,
still, it's good early.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Energy Drain [Elite]
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 20
Effect: Steal 8 to 18 energy from target foe.
Comment: My personal favorite elite skill as I generally play inspiration
annoyers. This in tandem with the other energy stealing spells and counter
spells can completely cripple any caster, possibly two at a time if they aren't
very good. Works well in PvE too. Fairly quick recharge time as well.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Snik Hungrymind - [Spearhead Peak], Snik Hungrymind [Witman's
Folly],Gambol Headrainer [Ice Floe]
----
Name: Energy Surge [Elite]
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 20
Effect: Target foe loses 4 to 9 energy. That foe, and all others in the area,
take 8 damage for each energy lost by the initial target.
Comment: Energy Burn with a little bit of AoE on it. A good skill, but
probably not worth being your elite.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Balasi the Arcane [Iron Mines of Moladune], Melek The Virtuous
[Ring Of Fire], Mercia The Smug [Abaddon's Mouth]
----
Name: Energy Tap
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 3
Recharge Time: 20
Effect: Steal 8 to 13 energy from target foe.
Comment: The first direct stealing energy skill for a Mesmer. Energy tap has a
rather long cast time and nets only a few energy after its use. Still, this
skill can help aid in depleting an opponents energy in combination with many
others.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Epidemic
Attribute: None
Energy Cost: 15
Casting Time: 2
Recharge Time: 15
Effect: Any negative conditions on target foe are transferred to all adjacent
foes.
Comment: Rangers and warriors will love you, too bad adjacent foes is a very
small range.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]
----
Name: Ether Feast
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 2
Recharge Time: 8
Effect: Target foe loses 5 energy. You are healed for 8 to 24 points of health
for each point of energy lost.
Comment: The Mesmers only self heal. This skill strips five energy from the
target and gives you life. Be aware, if they have less than five energy, you
will get less life back.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Ether Lord
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 2
Recharge Time: 20
Effect: Hex. Lose all energy. For 5 to 9 seconds, target foe suffers energy
degeneration of 1 to 3, and you gain an additional energy regeneration of 1 to
3.
Comment: Perhaps the most underrated Mesmer skill. Use this when you are down
to only five energy, you will then gain extra arrows of regen back to get you
on your feet, while squeezing the targets energy supply. If you're a Me/Mo and
tend to use rebirth in battle, use this immediately after since it will deplete
you for casting rebirth.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Ethereal Burden
Attribute: Illusion Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 45
Effect: Target foe moves 50% slower for 10 seconds, you gain 10 to 20 energy
when ethereal burden ends.
Comment: An improved Imagined Burden, I think. The recharge is high, the
energy gain not nearly enough compared to the initial cost of the skill.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Fevered Dreams [Elite]
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 10
Effect: Hex, for 4 to 14 seconds, whenever target foe suffers a new condition,
all nearby foes suffer from it as well.
Comment: Slightly bigger range than epidemic, less work to keep track of too.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Plexus Shadowhook [Abaddon's Mouth]
----
Name: Fragility
Attribute: Illusion Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 15
Effect: Hex, for 8 to 18 seconds, target foe takes 5 to 28 damage each time
s/he begins or ends suffering from a condition.
Comment: Hey, think you could make a combo out of this and the skill above it?
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Guilt
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Hex, for 4 to 9 seconds, if target foe casts an offensive spell, that
spell fails and you steal 5 to 12 energy.
Comment: Quite handy, though the duration is quite short, it allows you to
monitor a caster you are not even highlighted on. While you need to keep track
of how long the hex has been on, if you suddenly steal energy, you know that
person tried something, if not, they're either doing nothing or someone else
removed it. Still, quite handy to use for neutralization of multiple casters.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Hex Breaker
Attribute: Domination Magic
Energy Cost: 5
Casting Time: 0
Recharge Time: 5
Effect: Stance. For 60 to 156 seconds, any time you are the target of a hex,
that hex fails and the caster takes 10 to 39 damage.
Comment: Commonly used by Mo/Me's to prevent Mesmers from hexing them.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Ignorance
Attribute: Domination Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 10
Effect: Hex, for 8 to 18 seconds, target foe can not use signets.
Comment: Hey hey! Slap this on the last living member of a team before he
starts using his res signet. Also good to stop warrior's from using their
healing signet over and over.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Thengen [Port Sledge]
----
Name: Illusion of Haste
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Enchantment. The status of crippled is removed. For 5 to 10 seconds,
you move 33% faster than normal. When Illusion of Haste ends, you become
crippled for 15 seconds.
Comment: Somewhat useful for escape. If you actually get away in the ten
seconds, you're set. If not, you're boned. You can cast this again when it
expires to remove the cripple it just gave you, but eventually you would
probably run out of energy.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Illusion of Weakness
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Enchantment, lose 50 to 202 health. This spell ends when you are under
25% maximum health. When it ends, you gain 50 to 202 health.
Comment: Let's think. You're a Mesmer. In PVP you will almost always be the
first thing hit. So, you can attract the enemies who are already going to come
after you! Really, not that useful.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Illusionary Weaponry [Elite]
Attribute: Illusion Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 40
Effect: Enchantment. For 30 seconds you deal no melee damage, but instead,
your melee damage is converted to 8 to 34 chaos damage.
Comment: The ultimate newbie elite. Yes, there are builds which revolve around
this one skill. I grant, chaos damage is very nice. Armor is ignored, so in
almost all cases you do the said damage. That having been said, one shatter
enchantment and it's all over for your build.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Digo Murkstalker [Iron Mines of Moladune] Didn Hopestealer [Snake
Dance]
----
Name: Imagined Burden
Attribute: Illusion Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 30
Effect: For 8 to 18 seconds target foe moves 50% slower than normal.
Comment: Too expensive. Unless you're intending to run away from the crippled
warrior chasing you forever...
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Ineptitude [Elite]
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: Hex, for 4 to 9 seconds, target foe takes 10 to 68 damage if he or she
attacks and becomes blinded for ten seconds.
Comment: A blind warrior is not terribly effective, nor is a blind ranger.
Still, not worthy of an elite.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Wyt Sharpfeather [Mineral Springs]
----
Name: Inspired Enchantment
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: varies
Effect: Spell, remove an enchantment from target foe and gain 3 to 13 energy.
That enchantment replaces inspired enchantment in your skill bar for 20
seconds.
Comment: Enchantment busters are nice, not having attributes in the enchantment
you steal, not so nice.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Inspired Hex
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: varies
Effect: Remove a hex from target ally and gain 3 to 13 energy. Inspired Hex is
replaced for 20 seconds by that hex.
Comment: See above, replace "enchantment" with "hex"
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Keystone Signet [Elite]
Attribute: Inspiration Magic
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 30
Effect: Signet, all of your other signets are recharged, your non signet skills
are disabled for 17 to 7 seconds.
Comment: Although not many builds work with signets, Mo/Me or Me/Mo can. I
*think* this works with a res signet also, but I'm not sure. Not terribly
useful for an elite, anyway.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Rune Ethercrash [Spearhead Peak]
----
Name: Leech Signet
Attribute: Inspiration Magic
Energy Cost: 0, signet
Casting Time: .25
Recharge Time: 45
Effect: Interrupt target foes action. If it was a spell, you gain 3 to 13
energy.
Comment: Another Mesmer interrupt which can counter any action, rather than
just spells. Use it wisely.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Mantra of Concentration
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 0
Recharge Time: 20
Effect: Stance. For 60 to 156 seconds, the next time you would be interrupted,
you are not.
Comment: Meh, I prefer many other stances that a Mesmer has.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]
----
Name: Mantra of Earth
Attribute: Inspiration Magic
Energy Cost: 15
Casting Time: 0
Recharge Time: 20
Effect: Stance. For 30 to 78 seconds, whenever you take earth damage, that
damage is reduced by 26 to 45% and you gain 1 energy.
Comment: Use when you know you're going to an area with lots of earth damage.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Mantra of Flame
Attribute: Inspiration Magic
Energy Cost: 15
Casting Time: 0
Recharge Time: 20
Effect: Stance. For 30 to 78 seconds, whenever you take fire damage, that
damage is reduced by 26 to 45% and you gain 1 energy.
Comment: Use when you're in an area taking heavy fire damage.
Unlock from [Needed only for PvP]:
Purchase from:
----
Name: Mantra of Frost
Attribute: Inspiration Magic
Energy Cost: 15
Casting Time: 0
Recharge Time: 20
Effect: Stance. For 30 to 78 seconds, whenever you take Water/cold damage,
that damage is reduced by 26 to 45% and you gain 1 energy.
Comment: Use when you're in an area taking heavy water damage.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Mantra of Inscriptions
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: For 30 to 78 seconds, you signet rings recharge 25 to 45% faster.
Comment: Use when you're.... ugh. Well, just so you know, this does not work
with Res signet, so don't even try it :P.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]
----
Name: Mantra of Lightning
Attribute: Inspiration Magic
Energy Cost: 15
Casting Time: 0
Recharge Time: 20
Effect: Stance. For 30 to 78 seconds, whenever you take air/lightning damage,
that damage is reduced by 26 to 45% and you gain 1 energy.
Comment: Use when you're in an area which deals heavy lightning damage.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Thengen [Port Sledge]
----
Name: Mantra of Persistence
Attribute: Inspiration Magic
Energy Cost: 15
Casting Time: 0
Recharge Time: 20
Effect: Stance. For 30 to 78 seconds, any illusion magic hex you cast lasts 20
to 84% longer.
Comment: Perhaps the most useful stance. Make your Conjure Phantasms, phantom
pains and migraine's last a lot longer.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Mantra of Recall [Elite]
Attribute: Inspiration Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: Enchantment. For 20 seconds, you gain no benefit from this skill.
After that, you gain 20 to 30 energy.
Comment: It's like blood renewal for energy, except it sucks.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Facet of Chaos [Dragon's Lair], Featherclaw [Snake Dance]
----
Name: Mantra of Recovery [Elite]
Attribute: Fast Casting
Energy Cost: 15
Casting Time: 0
Recharge Time: 30
Effect: For 5 to 17 seconds, the recharge time on your skills is reduced by
50%.
Comment: Useful for long recharges such as chaos storm or Elementalist skills.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Goss Aleesh [Thirsty River], Ayassah Hess [Dunes of Despair],
Something in Elona Reach also has it.
----
Name: Mantra of Resolve
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: For 30 to 78 seconds, the next time you would be interrupted, you are
not and you lose 7 to 3 energy. This skill ends when you can no longer
sacrifice the energy needed.
Comment: Quite useful if you have slow reaction times and tend not to step out
of a maelstrom right away, or if you want to get off every shot you can before
being crushed in pvp.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Hamill [Marhan's Grotto]
----
Name: Mantra of Signets
Attribute: Inspiration Magic
Energy Cost: 15
Casting Time: 0
Recharge Time: 30
Effect: For 10 to 22 seconds, the next time you use a signet it recharges
immediately.
Comment: Does not work on Res Signet. Decent on say, a blessed signet for a
Protection Monk.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]
----
Name: Migraine [Elite]
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 15
Effect: Hex, for 5 to 17 seconds, target foe suffers health degeneration of 1
to 3 and takes 100% longer to cast spells.
Comment: A great skill to slap down on a Monk, Elementalist or another Mesmer.
One of the better elite skills available to a Mesmer.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Pytt Spitespew [Ring of Fire]
----
Name: Mind Wrack
Attribute: Domination Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Hex, for 20 seconds, if target foes energy reaches zero, that foe takes
15 to 75 damage.
Comment: Good combination with spirit shackles or for energy stripping
Mesmers.
Although, Inspiration is the most effective energy ripper, domination magic
does have its fair share as well.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Panic [Elite]
Attribute: Domination Magic
Energy Cost: 25
Casting Time: 2
Recharge Time: 10
Effect: Hex. Target foe and all adjacent foes are hexed with panic for 8 to 18
seconds, they suffer energy degeneration of 2 and take 10 to 68 damage each
time they use a signet ring.
Comment: I seldom use this one, honestly. I probably should. It just doesn't
seem the two go well together. It wouldn't cripple a monk all that much, nor
do warriors use energy for the most part.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Moles Quibus [Hell's Precipice]
----
Name: Phantom Pain
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 15
Effect: Hex, target foe suffers health degeneration of 1 to 3 for 10 seconds,
after which, that foe sustains a deep wound for 5 to 17 more seconds.
Comment: This illusion skill is one of the better. Deep wounds are nice, and
they go well with fragility/epidemic. Life degeneration for a solid ten
seconds is also nice.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Physical Resistance
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: Stance. For 30 to 78 seconds, you have +40 armor against physical
attacks, but 24 to 14 less armor against elemental attacks.
Comment: One of the more useful stances. It should be obvious when to bring
this along.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]
----
Name: Power Block [Elite]
Attribute: Domination Magic
Energy Cost: 15
Casting Time: .25
Recharge Time: 30
Effect: Spell, if target foe is casting a spell, that spell fails. All other
spells of the same attribute are disabled for that foe for 3 to 15 seconds.
Comment: My favorite Elite from the domination tree. This is a way to quickly
take out a spike Elementalist by canceling their first skill with it then
doing on to annoy a different caster. I find this skill less effective against
monks than you would initially figure, simply because monks are starting to
carry both healing prayer and divine favor skills. Also, this skill has
difficulty countering reversal of fortune, due to that skills quick casting
time, making this almost useless on protectors who already have enchantments
up.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Lyssa's Cursed [Perdition Rock]
----
Name: Power Drain
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: .25
Recharge Time: 25
Effect: Spell, if target is casting a spell, it is interrupted and you gain 1
to 25 energy.
Comment: Hello half my energy back! My personal favorite counter spell.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]
----
Name: Power Leak
Attribute: Domination Magic
Energy Cost: 10
Casting Time: .25
Recharge Time: 20
Effect: Spell, if target foe is casting a spell, that spell is interrupted and
that foe loses 10 to 22 energy.
Comment: Another good counter spells. Never hurts to drain an Elementalist of
nearly 40 energy and them not even getting a spell off to show for it.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Power Spike
Attribute: Domination Magic
Energy Cost: 10
Casting Time: .25
Recharge Time: 15
Effect: Spell, if target foe was casting a spell, it is interrupted and that
foe takes 20 to 86 damage.
Comment: Another counter spell, like all counters, the level only effects the
secondary effect such as taking energy or dealing damage, so if your main
concern is to bring another counter spell, bring this one with, even if it only
does 20 damage.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Shame
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Hex, for 4 to 9 seconds, if target foe casts a spell onto an ally, that
spell fails and you steal 5 to 12 energy.
Comment: Useful way to momentarily annoy a monk without actually having to
watch them. Short duration means you'll have to come back quickly, but it
gives you a chance to fire off another skill or two at someone else.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]
----
Name: Shatter Delusions
Attribute: Domination Magic
Energy Cost: 5
Casting Time: .25
Recharge Time: 10
Effect: Remove one Mesmer hex from target foe, that foe takes 15 to 63 damage.
Comment: If you are really good, this is an excellent way to get some extra
bang for your buck just before your hexes expire. Use this at the last moment
before they do.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Shatter Enchantment
Attribute: Domination Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 25
Effect: Remove one enchantment from target foe. If removed, that foe takes 14
to 83 damage.
Comment: Self explanatory.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Shatter Hex
Attribute: Domination Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 10
Effect: Remove a hex from target ally. If removed, all foes nearby that ally
take 22 to 116 damage.
Comment: A nice way to deal some direct damage, actually. you could echo this
and have a heavily hexed teammate run into a crowd and double cast this. The
damage is surprisingly good.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Signet of Humility
Attribute: None
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 20
Effect: Target foe's elite skill is disabled for 15 seconds.
Comment: Always useful when someone relies on one skill for their entire build.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]
----
Name: Signet of Midnight [Elite]
Attribute: None
Energy Cost: 0, signet
Casting Time: .75
Recharge Time: 15
Effect: You and target touched foe are blinded for 15 seconds.
Comment: Okay, in all seriousness, this skill should not be elite. If by
chance you find yourself carrying it, at least you can blind the annoying
warriors chasing you around and maybe epidemic the blindness.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Malus Phasmatis [Perdition Rock]
----
Name: Signet of Weariness
Attribute: Domination Magic
Energy Cost: 0, signet
Casting Time: 1
Recharge Time: 30
Effect: Target foe and all nearby foes lose 3 to 9 energy.
Comment: Unless you're just trying to keep someone out of energy, there's no
use to this skill.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]
----
Name: Soothing Images
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 5
Effect: Hex, for 8 seconds target foe and all adjacent foes cannot gain
adrenaline.
Comment: Pretty pictures.... oooooo. As most warrior skills take adrenaline
instead of energy, this is a good way to prevent them from using them.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Hamill [Marhan's Grotto]
----
Name: Spirit of Failure
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 3
Recharge Time: 10
Effect: Hex, for 30 seconds target foe has a 25% chance to miss with attacks.
You gain 1 to 4 energy each time that foe fails to hit.
Comment: Not a great way to get energy, though it can be a decent way to slow
down a flurry/frenzy happy warrior.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Spirit Shackles
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 3
Recharge Time: 5
Effect: Hex, for 8 to 24 second, target foe loses 5 energy each time he or she
attacks.
Comment: Great skill. If the PvE healer attacks you, it will get rid of it's
only advantage, being able to heal itself. In PvE, you can squeeze the energy
reserves or rangers or casters who want to toss in their 8 wand damage, amazing
how many of them that there are.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Sympathetic Visage
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 30
Effect: Enchantment. For 8 to 18 seconds, whenever target ally is hit by a
melee attack, all nearby foes lose all adrenaline and 3 energy.
Comment: A nice skill when several warrior enemies are pounding on an ally.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]
----
Name: Wastrel's Worry
Attribute: Domination Magic
Energy Cost: 5
Casting Time: .25
Recharge Time: 1
Effect: Hex, after 3 seconds target foe takes 8 to 53 damage and wastrel's
worry ends. This skill ends prematurely if that foe uses a skill.
Comment: One of the more direct damage skills. I've never played around with
it, but it seems spammable, so I suppose one would circulate the party knocking
up every enemy with damage from it.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
3. Monk Skills
----
Monks have four attributes, healing prayers, protection prayers, smiting
prayers and divine favor. Divine favor is for primary monks only. It has only
a few skills associated with it, but grants 3.25 [rounded down, always] extra
life to a friendly target when that target is hit by any spell cast by the monk
[exceptions include full party skill, such as Aegis and Heal Party]. Divine
favor increases the effectiveness of healing spells by quite a lot.
----
Name: Aegis
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 1
Recharge Time: 30
Effect: All party members have a 50% to block attacks for the next 5 to 10
seconds
Comment: A decent protection skill. It is a bit expensive with a long
recharge, but it can come in handy for the initial charge into a group.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]
----
Name: Amity [Elite]
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .25
Recharge Time: 60
Effect: All adjacent foes can not attack for 8 to 18 seconds, unless they take
damage.
Comment: Mass pacifism. Provided your party can hit individual targets rather
than using area of effect, this skill can be great. It not, it is totally
worthless.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Pravus Obsideo [Perdition Rock]
----
Name: Aura of Faith [Elite]
Attribute: Divine Favor
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: Enchantment. For 60 seconds, enchanted ally gains 24% to 45% more
health when healed.
Comment: This is a decent spell for a second healer monk in a party. You can
have three of them active due to the fairly low recharge time, making the other
healing monk's job easier. Not recommended if you are the only monk in the
party. Also, as it is an enchantment, it can be easily busted by any number of
skills in many areas of the game.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Coventina The Matron [Ring of Fire], Willa The Displeased
Capture From: [Abaddon's Mouth]
----
Name: Balthazar's Aura
Attribute: Smiting Prayers
Energy Cost: 25
Casting Time: 1
Recharge Time: 15
Effect: For 10 seconds, target ally deals 10 to 22 holy damage to each adjacent
foe, each second.
Comment: An improved Symbol of Wrath. Balthazar's Aura is a great smiting
skill. Unlike symbol, you can cast this on any party member and it follows
them around wherever they go. This can be good, or bad, though.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Balthazar's Spirit
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While maintained, target ally gains adrenaline and energy after taking
damage.
Comment: The adrenaline increases with the level of smiting, this skill works
with redirected damage such as life bond, making it a great way to recover the
upkeep for both skills.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Bane Signet
Attribute: Smiting Prayers
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 25
Effect: Target foe takes 26 to 50 holy damage. If that foe was attacking, it
is knocked down.
Comment: Long recharge, but useful in the early game to smiters. Knockdown is
also quite effective when used at the right times.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Banish
Attribute: Smiting Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 10
Effect: Target foe takes 20 to 49 holy damage.
Comment: This is one of the more spammable smiting skills, if such a thing
exists. The damage is rather weak, but it is one of the first two direct
damage smiting skills, it is worth at least a mention.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Blessed Aura
Attribute: Divine Favor
Energy Cost: 10
Casting Time: 2
Recharge Time: 2
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, any Monk enchantment you cast
lasts 10% to 30% longer.
Comment: This refers to non-upkeep enchantment, such as healing breeze,
protective spirit and so on. This is not a terribly useful skill unless you
are a pure protector or like maintaining enchantments for Blessed Signet use.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Blessed Signet
Attribute: Divine Favor
Energy Cost: None, signet
Casting Time: 2
Recharge Time: 10
Effect: For every enchantment you are maintaining, you gain 3 energy, with a
maximum of 3 to 20 energy gained in this way.
Comment: Very useful way for pure protection monks to keep their energy alive.
Doing this can easily allow you to maintain enchantments which give you
negative regeneration. Only useful on a monk primary though. Also, it only
applies to monk skills with upkeeps.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Contemplation of Purity
Attribute: Divine Favor
Energy Cost: 5
Casting Time: .25
Recharge Time: 5
Effect: You lose all enchantments on you. For each one you lose, you gain 6 to
65 health, lose one hex and lose one condition.
Comment: As enchantments are generally quite expensive, using this method to
heal yourself by first buffing yourself with useless spells is not effective.
This should generally be used as a last resort. Certain enchantments with
duration, say, healing breeze, could be purified when they start flashing to
indicate they are wearing off. Rather than get the one second of health from
breeze, use this to gain more and remove any unwanted conditions.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Convert Hexes
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 2
Recharge Time: 20
Effect: All hexes are removed from target other ally. For 8 to 18 seconds,
that ally gains +10 armor for each of those hexes which was a Necromancer hex.
Comment: An easy way to give the poor defenseless casters more defense while
removing all of their negative conditions. If the recharge were a bit better
this would be a great skill.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]
----
Name: Divine Boon
Attribute: Divine Favor
Energy Cost: 5
Casting Time: .25
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, whenever you cast a monk spell on
an ally, that ally is healed for 25 to 61 additional points, but you lose 2
energy.
Comment: This spell goes both ways. It can be extremely good under certain
scenarios, or quite bad in others. I have difficulty explaining when to use
this and when not to use it, but if you are constantly casting small spells on
allies, you will deplete your energy in a fast hurry this way.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Divine Healing
Attribute: Divine Favor
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: Heal yourself and all nearby members of your party for 10 to 210
points.
Comment: This spell has about the range of heal area, though heals for
substantially more and does not heal nearby enemies. However, it takes longer
to cast and has an absurd recharge time.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Thengen [Port Sledge]
----
Name: Divine Intervention
Attribute: Divine Favor
Energy Cost: 10
Casting Time: .25
Recharge Time: 30
Effect: In the next ten seconds, if target receives lethal damage, the damage
is ignored and that ally instead gains 26 to 197 health.
Comment: This spell is an easy way to save someone rather than using heal
other, however, it is not without downfalls. Divine Intervention is an
enchantment, and as such, it can be removed. Likewise, it will expire at some
point too, so if the enemy realizes what you have done, they may just ignore
the target for ten seconds and wail on someone else in that time, further
depleting your energy.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]
----
Name: Divine Spirit
Attribute: Divine Favor
Energy Cost: 10
Casting Time: .25
Recharge Time: 60
Effect: For 1 to 9 seconds, Monk spells cost 5 less energy to cast. Spells can
not be reduced below 1 energy.
Comment: This skill sounds useful, though, it really is not. The duration is
quite short and you will have to cast two and a half five energy spells just to
break even on the original cost of the divine spirit. Unless you are a smiter,
or a protector enchanting others before a battle, this skill will not help you
much, as it requires a fair amount of startup energy followed by several quick
shots of spells.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Draw Conditions
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .25
Recharge Time: 0
Effect: All negative Conditions are taken from target other ally and given to
you. For each condition received, you gain 6 to 22 life.
Comment: Although you do not solve the problem of getting rid of the negative
condition, being able to pass it around does have it's advantages.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]
----
Name: Dwayna's Kiss
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 3
Effect: Heal target other ally for 15 to 51 points. Heal for 5 to 17 more
points for every enchantment and hex on that ally.
Comment: A good spell. The limiting factor is that it can not target yourself.
As allies generally have at least one hex or enchantment on them, this spell
does heal better than orison, though with a slower recharge.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Essence Bond
Attribute: None
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While you maintain this Enchantment, whenever target ally takes
physical damage, you gain one energy.
Comment: Not too many uses for this skill, but here is a good one. Life bond a
warrior in the party and make it clear that s/he should run into the middle of
everything.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]
----
Name: Guardian
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 2
Effect: Enchantment, for the next 5 seconds target ally has a 20% to 44% chance
to block attacks and magical attacks which are projectiles.
Comment: This skill is just under powered. The duration is too short, the
chance to block never elevates enough. Oh well, I suppose if you have no
better skills to cast, this one is at least spammable.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Heal Area
Attribute: Healing Prays
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Heals all allies or enemies in a small area near you for 30 to 150
points of health.
Comment: This spell can be good or bad, depending on how well you play. If you
generally position yourself directly next to the casters and rangers, you can
heal them all for a large amount without moving. Likewise, you can creep up
behind your wall of warriors and heal all of them, but still be out of range of
the enemies. This spell becomes bad when you have a Monk with no clue how to
play healing the enemies with this and not even realizing it.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Heal Other
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: .75
Recharge Time: 3
Effect: Heal target other ally for 35 to 151 points of health.
Comment: A must have for a healing Monk. Heal other is a quick recharging
spell which packs quite the healing punch. With solid divine favor, Heal Other
is good for around 200 health. The only downfall is this is yet another spell
which can not target yourself [duh!]
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Heal Party
Attribute: Healing Prayers
Energy Cost: 15
Casting Time: 2
Recharge Time: 0
Effect: Heals all members of your party, whom are within the range of the
compass, for 16 to 67 health.
Comment: This is by far the best long range healing spell for a monk. It
allows you to heal everyone when the party gets spread out. However, the spell
is rather expensive to cast and even with runes, sits around only 80 health per
person. Still, there are some uses for it, particularly when everyone gets hit
by the same moderate damage attacks. While it is nice, do not take this in
favor of a more efficient one target healing spell.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Healing Breeze
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: 1
Recharge Time: 2
Effect: Enchantment, for 10 seconds, target ally gains a health regeneration of
3 to 8 arrows.
Comment: A great skill in the early game, healing breeze will heal most people
faster than they can take damage. Its effects are less impressive as the game
progresses. Enchantment busters hurt it's functionality, gaining 160 health
over 10 seconds, while nice, may not be effective enough. Furthermore, with
all of the methods of health degeneration later in the game, healing breeze is
often used as a way to counter the negative health arrows, and gives but a few
positive ones in its place. Despite all of this, healing breeze has never made
its way out of my skill bar.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Healing Hands [Elite]
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: .25
Recharge Time: 25
Effect: For the next ten second, whenever target ally takes physical damage,
that ally is also healed for 5 to 21 points.
Comment: This skill should not be an elite enchantment. First, it is far
weaker than its Protection Prayer counterpart, mark of protection. Secondly,
healing seed is far more effective. However, it recharges fast, casts quickly
and is very cheap. This skill works like healing seed, and between the two,
you can almost always have one on someone.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Rull Browbeater [Perdition Rock], Dwayna's Cursed [Perdition
Rock]
----
Name: Healing Seed
Attribute: Healing Prayers
Energy Cost: 15
Casting Time: 2
Recharge Time: 25
Effect: Whenever target ally takes damage in the next 8 to 18 seconds, that
ally and all nearby allies gain 3 to 25 health.
Comment: This is a wonderful enchantment. At the higher levels, if your group
clusters, just shove this on whomever is getting hit the most often and you can
pretty much forget about them for the next 15 seconds or so. The only
weaknesses to this skill are the fact that it can be removed with various
skills, and that smarter enemies [aka humans], will stop attacking the seeded
party member.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Healing Touch
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 5
Effect: Heal target touched ally for 16 to 51 health. The effects of Divine
Favor are doubled for this skill.
Comment: Easily the best self healing skill for a primary monk. With decent
divine favor, this skill can heal in excess of 150 health with a quick recharge
time. Fairly effective for healing other casters too, provided they stand
nearby. Not so great for healing warriors, unless you like standing that far
up. This is a great skill which any primary monk healer should consider using.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Holy Strike
Attribute: Smiting Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 8
Effect: Target touched foe takes 10 to 34 holy damage. If attacking, that foe
is knocked down, and takes an additional 10 to 22 holy damage.
Comment: The best "spiking" attack for a smiter.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Marna [Ice Tooth Cave]
----
Name: Holy Veil
Attribute: None
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, any hexes of enchantments cast on
target creature take twice as long to cast as they normally would.
Comment: Not terribly useful. Perhaps decent if you are a primary Mesmer
trying to counter hex spells, but Mesmers have several skills for slowing
casting time, so this would seem pointless.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Holy Wrath
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While maintained, whenever target ally takes attack [physical] damage,
this spell deals 66% of the damage back to the source, maximum of ??? to ???,
and you lose 10 energy.
Comment: Having never tried this skill, but just reading it, this seems
worthless... At least it doesn't cancel when you're out of energy.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]
----
Name: Infuse Health
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: .25
Recharge Time: none
Effect: Your current health is reduced by 50%. Target other ally is healed for
100% to 129% of the health you just lost.
Comment: This is perhaps the most underrated healing skill in the game.
However, it is better when your secondary is monk. I generally carry this
around if that is the case, because it can come in handy.
Use this skill if you are a ranged caster/attacker and usually at full life.
When the primary Monks are down on energy, call that you are infusing someone
with health [so the Monk's don't think you just got popped for 300 damage].
This is a great way to save someone trying to escape, due to the quick cast
time. Furthermore, it is one of the few ways to keep the ever so dumb NPC's
alive if you have no monks in the party.
The obvious downfall is that you will lose a lot of life casting this, but at
the end of the day, it's the fastest way to heal without dedicating an entire
build around it.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Judge's Insight
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 10
Effect: For 8 to 18 seconds, target ally gains 20% armor penetration and does
holy damage.
Comment: Great skill against heavily armored opponents, as holy damage is
difficult to resist, and does additional against some necromancers and the
undead.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]
----
Name: Life Attunement
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, target ally deals less combat
damage, but receives a 14% to 43% greater amount of health when healed.
Comment: Never used this skill to be honest, probably decent when used on a
caster who is not attacking anyway.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Life Barrier [Elite]
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 2
Recharge Time: 5
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, damage to target other ally is
reduced by 20% to 44%. If your health drops below 50% and that ally takes
damage, Life Barrier ends.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Enshal Hardwood [Frozen Forest]
----
Name: Life Bond
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, target other ally takes only 50%
damage from attacks, the other half is redirected to you, though reduced by 3
to 25 points.
Comment: A great skill that should be considered by any protector. Even a
healer may wish to stock this in the event the entire party aside from you and
someone else die. Use this to keep that person alive longer and make healing
easier.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]
----
Name: Light of Dwayna
Attribute: None
Energy Cost: 25
Casting Time: 4
Recharge Time: 30
Effect: Revives all nearby dead allies.
Comment: The key word here is "nearby". You basically have to be standing on
them. Meaning, of course, if your entire team did not die in a pile, nothing
will happen. While it is quicker then most life bringing spells, it is also
grossly expensive and unpractical.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Harnil [Marhan's Grotto]
----
Name: Live Vicariously
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While you maintain this enchantment, you gain 1 to 11 health when
target ally strikes a foe.
Comment: This skill is rather lame. The few uses may be to slap it on a
Barrage ranger or Cyclone Axe Warrior and then not have to worry about healing
yourself. Still, just avoid this skill unless you want to experiment.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Mark of Protection [Elite]
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 1
Recharge Time: 45
Effect: For 10 seconds, whenever target ally would take damage, that ally is
instead healed for that amount, maximum of 6 to 49 points. All of your
protection prayers are disabled for ten seconds.
Comment: The best protection elite, this skill is a long term reversal of
fortune. Great for bringing someone from near death up a good deal of health
before the opponent notices. Its weakness is the remainder of your skills
being blacked out, but if you're just marinating things, who cares.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Lokar Icemender [Iron Mines of Moladune], Bolis Hillshaker
Capture From: [Thunderhead Keep]
----
Name: Martyr [Elite]
Attribute: None
Energy Cost: 5
Casting Time: .25
Recharge Time: 10
Effect: All negative conditions from all members of the party are transferred
to you.
Comment: A nice way to cure everyone else at the cost of yourself. While this
skill can be useful, do not bother to equip it as it is a waste of an elite.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Capture From: Capture From: Capture From: Dwayna's Cursed
[Perdition Rock]
----
Name: Mend Ailment
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 2
Effect: Remove one condition from target ally. That ally gains 5 to 57
life for each remaining condition.
Comment: I prefer mend condition, but this spell is useful as well, and it can
self target.
Unlock from [Needed only for PvP]:Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]
----
Name: Mend Condition
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 2
Effect: Remove one condition from target other ally, that ally is healed for 5
to 57 points.
Comment: A more surefire way of healing by condition removal. Quick recharge,
low cost. This is the way to go.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Mending
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, target ally gains health
regeneration of 1 to 3 arrows.
Comment: Commonly seen as the main healing skill of Warrior Monks, a primary
monk can make good use of this early, as well. If you boost the heck out of
healing and just slap mending on your party [or henchmen], you can basically
waltz to Yak's Bend with almost no problems [Charr Chaot's can shatter them,
but they are few and far between]. The 3 arrows should be more than enough to
keep everyone from losing life unless they recklessly run into a crowd. Once
you reach Yak's Bend, this skill should not be used as your only skill.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Orison of Healing
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 2
Effect: Heal target ally for 20 to 60 points.
Comment: The bread and butter healing skill. Orison, with divine favor, does
in the neighborhood of 100 healing to any friendly target. It has a quick
recharge as well. As it costs only five energy, provided you have four arrows
of regeneration of energy, you should be able to cast this skill and by the
time it recharges have the same amount of energy. While it is not that good in
the late game, most monks keep it anyway, because it is cheap and quick to
recharge.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Pacifism
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 3
Recharge Time: 30
Effect: for 8 to 18 seconds, target foe can not attack, this effect ends if
that foe takes damage.
Comment: I find this skill to be extremely lame. There is so much AoE in this
game, or just incompetent teammates.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Peace and Harmony [Elite]
Attribute: Divine Favor
Energy Cost: 5
Casting Time: 1
Recharge Time: 45
Effect: For 30 to 78 seconds, target ally gains +1 energy regeneration. This
is an enchantment spell, and ends prematurely if that ally attacks or casts a
spell which targets a non-ally.
Comment: One of the more useful Monk Elites, which is saying a lot as Monk's
easily have the best elites in the game. Peace and Harmony, as an enchantment,
can be removed, however, Monk's tend to stay back enough where enchantment
busters, in PvE at least, will fail to hit them. Casting this on yourself can
greatly increase your effectiveness in battle.
Consider this alternative though. Casting it on some forms of fire
Elementalists may help even more. Ones which use skills which require them to
get close, such as inferno and lava font, are not in fact targeting enemies
with their skills. Provided s/he has enough of these skills, you could supply
that ally with increases energy regeneration.
Personally, this is my second favorite Monk elite. It allows you to maintain
another enchantment, basically for free, or spout off more spells. If you are
a healer, I would still take Word of Healing over this skill though.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Marnta Doomspeaker [Snake Dance]
----
Name: Protective Bond
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, target ally cannot take damage
more than 5% of his or her maximum life at a time. When this skill prevents
damage, you lose 6 to 3 energy, if you can not, the enchantment ends.
Comment: A nice way to prevent damage, but extremely high energy maintenance.
Haven't really found a long term solution to using this other than for soloing.
At level 14 it takes away 2 energy, at 17 only one.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]
----
Name: Protective Spirit
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: .75
Recharge Time: 5
Effect: For 5 to 19 seconds, target ally cannot lose more than 10% health from
a single attack or spell.
Comment: Decent duration, good effects. However, it does not protect against
all forms of enemy damage dealing, particularly those which deals high amounts
of damage.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Purge Conditions
Attribute: None
Energy Cost: 5
Casting Time: .25
Recharge Time: 30
Effect: Remove all negative conditions from one ally.
Comment: A nice spell to get rid of many pesky conditions at once. The
recharge is pretty high, but it is the first condition removal skill you will
come across.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Purge Signet
Attribute: None
Energy Cost: 0, signet
Casting Time: 3
Recharge Time: 30
Effect: Removes all conditions and hexes from target ally. You lose 10 energy
for each one removed.
Comment: Not very useful. This is a great way to run out of energy in a fat
hurry.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]
----
Name: Rebirth
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 6
Recharge Time: 0
Effect: Target dead ally is revived and teleported to your current location.
Your energy is reduced to zero. The revived ally's skills are disabled for 10
to 4 seconds.
Comment: This skill seems to have become the standard revival skill. However,
half the people do not understand how to use this.
When NOT to use:
-When you are in a crowd of enemies. The person you res is just going to die
again, they will respawn with barely any life and no skills.
-When you are the only monk in the party and the battle rages on. Hello, six
seconds with no healing, and then a few more for your energy to come back.
Defenseless party alert!
When TO use:
-When you have boldly chickened out and everyone else died. This skill allows
you to revive a teammate without agroing any enemies.
-When you are a secondary monk, and a ranged attacker not reliant on energy.
Make sure to call that you are using the skill during battle so the monk knows
to get ready to heal the person when they pop up safely back.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Remove Hex
Attribute: None
Energy Cost: 5
Casting Time: 2
Recharge Time: 7
Effect: Removes one hex from target ally.
Comment: One of a select few ways to remove hexes in the game. Cheap spell,
decent recharge. Only carry it along for hex heavy areas though.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Restore Condition [Elite]
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: .75
Recharge Time: 2
Effect: Remove all conditions from target other ally. That ally gains 10 to 82
life for each on removed.
Comment: Great condition remover. Easily the best one. However, as it is an
elite skill, unless you are solely a hex/condition buster, I can not suggest
using this skill.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Spindle Agonyvein [Abaddon's Mouth]
----
Name: Restore Life
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: 8
Recharge Time: 0
Effect: While standing over target dead ally, Restore Life will bring that ally
back to life with 26% to 45% health and 42% to 80% energy.
Comment: Often considered the most "noob" resurrection spell, this deserves a
second look. Yes, it takes forever to cast. Yes, you have to stand on the
party member for it to work. However, unlike resurrect, the target comes back
to life with considerable health and energy, allowing them to get out of danger
if it still exists. Unlike rebirth, they do not come back to life with a
sliver of health and all of their skills disabled. This skill is more useful
when you have two monks in the party, having one load up on this and do mid-
battle resurrecting, bringing back allies in a not so critical state as when
another ally pops off a rebirth and the person comes back with no health in the
middle of a pack.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]
----
Name: Resurrect
Attribute: None
Energy Cost: 10
Casting Time: 8
Recharge Time: 0
Effect: Resurrect target ally with very little health and energy.
Comment: This skill does have range, unlike restore life, but revives the
fallen teammates with barely any health, making them easy bait for another
immediate death should danger exist.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Retribution
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While maintained, whenever target ally takes damage, 33% of it is dealt
back to the attacker, maximum of 5 to 17 damage.
Comment: Again, seems pretty worthless to me. At least this one doesn't eat
extra energy, though the reflect damage caps far too low.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Reversal of Fortune
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .25
Recharge Time: 2
Effect: The next time target ally would take damage, that ally gains that
amount of life instead. That ally can only gain 15 to 67 life in this way.
Comment: The bread and butter Protection Monk spell. Cheap, fast, spammable.
Reversal of Fortune essentially two hits, assuming they do around the same
damage. However, some smart players are able to anticipate when someone will
get hit by this spell, and do two damage accordingly.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Scourge Healing
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 5
Effect: For 30 seconds, every time target foe is healed, the healer takes 15 to
67 holy damage.
Comment: One of the better smiting skills, very effective against the annoying
healer bosses spread throughout the game.
Unlock from [Needed only for PvP]:
Purchase from: Bartoch [Droknar's Forge]
----
Name: Scourge Sacrifice
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 5
Effect: For 8 to 18 seconds, every time a foe sacrifices life, that foe loses
twice the normal amount.
Comment: Useful against blood necromancers, not much else.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]
----
Name: Shield of Deflection [Elite]
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 2
Recharge Time: 5
Effect: For 5 to 10 seconds, target ally has a 50% to 70% chance to Evade
attacks and gains 12 to 22 armor.
Comment: Yet another wonderful Protection Monk elite skill. Shield of
regeneration and Mark of Protection are probably better, but this one is
nothing to be ignored.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Grun Galesurge [Ring of Fire]
----
Name: Shield of Judgment [Elite]
Attribute: Smiting Prayers
Energy Cost: 15
Casting Time: 1
Recharge Time: 45
Effect: For 8 to 18 seconds, every time target foe is struck for physical
damage, the dealer of the damage is knocked down, taking 5 to 41 damage.
Comment: This skill is highly annoying. After being knocked down the first
time, most people are not dumb enough to continue attacking the same target
though. Still, knockdown is a great tactical advantage, so is forcing people
to take up new targets.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Myd Springclaw [Mineral Springs]
----
Name: Shield of Regeneration [Elite]
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: Target ally gains 3 to 9 health regeneration and 40 armor for 5 to 10
seconds.
Comment: Another great elite protection skill. This one is my personal
favorite, but it is a bit pricey. Still, if Lina uses it... how bad can it be?
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Facet of Light [Dragon's Lair]
----
Name: Shielding Hands
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 25
Effect: For 10 seconds, all damage incurred by target ally is reduced by 3 to
15 points.
Comment: Very useful in the early stages of the game, easily being able to
reduce all damage to zero. However, with the long recharge time and increasing
amounts of damage taken later, this skill will quickly find its way out of your
skill bar.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Signet of Devotion
Attribute: Divine Favor
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 5
Effect: Heal target ally for 14 to 83 points.
Comment: A skill which is getting more attention in both PvP and PvE as of
late. Signet of Devotion is a slow Orison of healing which costs no energy.
As such, it is backfire proof as well as some other skills. I would recommend
this only as a third healing spell though, do not try and build your entire
character around this.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]
----
Name: Signet of Judgment [Elite]
Attribute: Smiting Prayers
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 30
Effect: Target foe is knocked down and takes 15 to 63 holy damage. All foes
nearby to the knocked down foe also take the damage, but are not knocked down.
Comment: Although this is not helpful to you, taking on several Azure Shadows
at once often results in being hit with this from all of them in succession,
highly damaging.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Fawl Driftstalker [Talus Chute], Balt Duskrider [Iron Mines of
Moladune]
----
Name: Smite
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: Deals 10 to 46 holy damage to target foe. If that foe was attacking,
it takes an additional 10 to 22 damage.
Comment: Along with Banish, the only spammable smiting skill.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Smite Hex
Attribute: Smiting Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 15
Effect: Remove a hex from target ally. All foes nearby to that ally take 10 to
70 damage.
Comment: A great hex remover, does damage too. Sadly, the recharge is too high
to make it terribly effective.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]
----
Name: Spell Breaker [Elite]
Attribute: Divine Favor
Energy Cost: 15
Casting Time: 1
Recharge Time: 45
Effect: For 5 to 16 seconds, target ally can not be the target of any hostile
spell.
Comment: This spell is picking up popularity fast, and rightly so, it is so
broken [that means overpowered]. However, it is not impossible to overcome.
First, the recharge is relatively long. Second, while the person can not be
the initial target, s/he can still be affected by the spell if it is AoE or
non-target based. Still, this skill deserves major consideration against the
caster areas of the game.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Raptorhawk [Snake Dance]
----
Name: Strength of Honor
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While maintained, target ally deals 1 to 8 more damage in melee combat.
Comment: USELESS. Low damage plus maintenance + melee only = no thanks.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Succor
Attribute: None
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Upkeep: 1 energy arrow.
Effect: While this enchantment is maintained, target other ally gains health
and energy regenerations of 1 and you lose 1 energy each time that ally casts a
spell.
Comment: Highly annoying spell. You can give up both energy and energy
regeneration, so someone else in the party gets a puny one extra arrow. This
is not worth it unless you're a pure protector and want to get the energy back
using blessed signet or something along those lines.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Marna [Ice Tooth Cave]
----
Name: Symbol of Wrath
Attribute: Smiting Prayers
Energy Cost: 5
Casting Time: 2
Recharge Time: 30
Effect: For 5 seconds, foes adjacent to you take 8 to 27 holy damage per
second.
Comment: Cheap, damaging. Common on warrior/monks. The recharge is quite high
and the duration low, still, it is worth considering if you are a smiter or a
warrior/monk.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Unyielding Aura [Elite]
Attribute: Divine Favor
Energy Cost: 5
Casting Time: 3
Recharge Time: 60
Upkeep: 1 arrow of energy regeneration
Effect: Target dead ally comes back to life with 100% health and energy. If
that ally dies, or if this enchantment is removed/unmaintained, that ally dies,
but does not incur a death penalty for that death. This spell fails 50% of the
time if Divine Favor is less than level 5.
Comment: Damn is this skill fun. It has the same premise of Vengeance, but you
get to control when the person dies again, unless it is removed from the enemy.
As it is an elite skill, if your goal is to have a quick full res, I would
stick with Vengeance, as this skill is not worthy of being elite.
However, Unyielding Aura does have many fun perks. Here are a few:
When a person in your party is constantly running off and getting killed, res
him using this spell. Now, with that ally on your leash you can control the
action. If s/he runs off again and does not heed warnings, simply stop
maintaining the enchantment.
Okay, so other than a quick res or the leash factor, this skill is fairly
useless, but think of all the fun you can have :)!
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Ipillo Wupwup [Witman's Folly]
----
Name: Vengeance
Attribute: None
Energy Cost: 10
Casting Time: 4
Recharge Time: 60
Effect: Enchantment, bring target ally back to life with full health and
energy. After thirty seconds, or if this enchantment is removed, that ally
dies again. Deaths caused by the removal of, expiration of, or otherwise
during Vengeance do not cause additional death penalties.
Comment: A handy res spell, to say the least. Vengeance brings someone back at
full power, if only for a short time. Use that person as a meat shield, since
they are going to die again anyway. This skill is more fun then anything else,
but does have its practical purposes.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Vigorous Spirit
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 4
Effect: Enchantment spell, for 30 seconds, whenever target ally attacks of
casts a spell, that ally gains 1 to 11 health.
Comment: Similar to Live Vicariously, though perhaps more useful. This skill
does not have an upkeep and is triggered by casting as well as attacking.
Still, I would not recommend bringing this one along unless you are a
supporting healer, rather than a pure healer.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----
Name: Vital Blessing
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, target ally gains 40 to 168 more
maximum health,
Comment: This is a skill I have not spent much time with. Having more life is
good, though at the cost of energy regeneration, I'm not sure it is worth it.
Maybe if monk is your secondary, but still, what a waste of stat points. Oh
well, e-mail me some crazy ideas involving this skill, other than giving people
more life for UW and FoW runs.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]
----
Name: Watchful Spirit
Attribute: Divine Favor
Energy Cost: 15
Casting Time: 2
Recharge Time: 10
Upkeep: 1 arrow of energy regeneration
Effect: While you maintain this enchantment, target ally gains health
regeneration of 2. If watchful spirit ends, that ally gains 30 to 150 health.
Comment: Honestly, I have never used this skill, but it looks to be an
interesting mix between mending and an unwatched [aka, self activating] heal.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]
----
Name: Word of Healing [Elite]
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 4
Effect: Heal target other ally for 16 to 67 health. Heals for an additional 15
to 83 points of health if that ally is below 50% health.
Note: the extra health is applied only if the target is under 50% health AFTER
the initial healing + divine favor. In reality, the target will need to be at
around 33% life for the extra healing to trigger.
Comment: Without much question, this is the best elite skill a healing monk can
have, perhaps the best a monk can have. Word of healing can easily restore
over 200 health to an ally for five energy. The only downfall is that it can
not target the caster, but oh well. This skill should be seriously considered
by any primary healer.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Wissper Inssani [Elona Reach], Josso Essher [Thirsty River]
----
Name: Zealot's Fire
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 1
Recharge Time: 30
Effect: For 60 seconds, whenever you use a skill on an ally, all adjacent foes
to that ally are struck for 5 to 37 fire damage.
Comment: Has its uses, I suppose, assuming you are consistently casting spells
on the same ally.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
---
4. Necromancer Skills
----
Necromancers have four attributes, Blood Magic, Death Magic, Curses and Soul
Reaping. Soul Reaping is the primary attribute. There are no skills which use
this attribute, but it does give a necromancer 1 energy point per level that
the attribute is at, for each ally, minion or enemy which dies nearby.
"Nearby" in this instance is huge, roughly the size of the compass. With
multiple points in this attribute, a Necromancer can effectively never have to
watch out for his or her energy supply. Necromancers carry a vast array of
anti-melee skills, making them the bane of most warriors. They also carry some
anti-caster skills, but no where near the amount that the Mesmer does.
----
Name: Animate Bone Fiend
Attribute: Death Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 5
Effect: Turn the nearest corpse into a level 1 to 14 Bone fiend. Bone Fiends
attack at range.
Comment: I personally like the fiends to the horrors and minions. They tend to
do more damage and live longer.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Animate Bone Horror
Attribute: Death Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 5
Effect: Turn the nearest corpse into a level 1 to 14 Bone Horror.
Comment: Avoid this one, though, you do get it the earliest.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]
----
Name: Animate Bone Minions
Attribute: Death Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 5
Effect: Turn the nearest corpse into two level 0 to 10 Bone Minions.
Comment: Rather expensive and the minions are often 8 to 10 levels lower than
any target. Not worth it.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]
----
Name: Aura of the Lich [Elite]
Attribute: Death Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 30
Effect: Elite Enchantment. For 24 to 53 seconds, your maximum health is
halved, but you take half damage and half healing from all sources. When Aura
of the Lich ends, you are healed for 50 to 202 health.
Comment: I'll leave you to put this into a combo <